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<blockquote data-quote="Dragonblade" data-source="post: 2994447" data-attributes="member: 2804"><p>The problem with any epic level rule system is that hard caps are just unrealistic. They also discourage me from even playing in the first place. I want to envision my PC advancing and growing, both in a stat sense and a role-play sense, essentially forever. I have been playing D&D for around 20 years and I'm frankly tired of constantly starting over games.</p><p></p><p>I want a DM who can handle character growth well beyond 20 levels and still come up with challenging and exciting adventures. Sadly, most DM's lack the skill to DM at the level.</p><p></p><p>If I could give my wish list of things I'd like to see in an epic level ruleset it would be as follows:</p><p></p><p>1) Potentially unlimited advancement - No hard cap where my character hits a wall. Level cap systems have always bothered me. "So now that my mage is at level 20 or 25, he can never learn another skill? Or learn to swing a sword or stay out of harms way better than he can now?"</p><p></p><p>2) Realistic advancement - This is difficult. A 30th level character should be demonstratably more powerful than a 20th level character, yet regardless of level, never should bonuses be so high that dice no longer matter even when approaching something crazy like level 100. How to implement this? I have no idea....</p><p></p><p>3) As characters gain level, there should still be diversity - For example, no two characters, regardless of level, should ever look the same stat-wise unless the players intentionally design it that way. In other words there should be an unlimited ability to optimize your character on into high level without bumping into any of the other considerations.</p><p></p><p>4) Ease of play - There should be a plethora of distinct and interesting high level options but a DM should be able to run a 50th level game with little more prep time than a 10th level game. Likewise, a player should be able to build a 50th level character with little more time than it takes to make a 10th level character.</p><p></p><p>How to implement all of these seemingly mutually exclusive desires together? I have no idea... But that is what I'd like to see in an epic level ruleset.... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Dragonblade, post: 2994447, member: 2804"] The problem with any epic level rule system is that hard caps are just unrealistic. They also discourage me from even playing in the first place. I want to envision my PC advancing and growing, both in a stat sense and a role-play sense, essentially forever. I have been playing D&D for around 20 years and I'm frankly tired of constantly starting over games. I want a DM who can handle character growth well beyond 20 levels and still come up with challenging and exciting adventures. Sadly, most DM's lack the skill to DM at the level. If I could give my wish list of things I'd like to see in an epic level ruleset it would be as follows: 1) Potentially unlimited advancement - No hard cap where my character hits a wall. Level cap systems have always bothered me. "So now that my mage is at level 20 or 25, he can never learn another skill? Or learn to swing a sword or stay out of harms way better than he can now?" 2) Realistic advancement - This is difficult. A 30th level character should be demonstratably more powerful than a 20th level character, yet regardless of level, never should bonuses be so high that dice no longer matter even when approaching something crazy like level 100. How to implement this? I have no idea.... 3) As characters gain level, there should still be diversity - For example, no two characters, regardless of level, should ever look the same stat-wise unless the players intentionally design it that way. In other words there should be an unlimited ability to optimize your character on into high level without bumping into any of the other considerations. 4) Ease of play - There should be a plethora of distinct and interesting high level options but a DM should be able to run a 50th level game with little more prep time than a 10th level game. Likewise, a player should be able to build a 50th level character with little more time than it takes to make a 10th level character. How to implement all of these seemingly mutually exclusive desires together? I have no idea... But that is what I'd like to see in an epic level ruleset.... ;) [/QUOTE]
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