Greetings!
CrusaderDave Wrote:
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SHARK, I'd love to know what techniques you use to keep your Epic Level characters from knowing everything and being everywhere at once?
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Well, I use many different kinds of magical energy throughout the world for example that interfere with the use of travel magic as well as divination magics. This makes a large check on players going everywhere and knowing everything. In addition, the gods in my world will answer prayers and such as they see fit. Spells like Commune for example may not always work quite the way characters expect. The same thing goes for Wish spells.
Detect Evil, for example, only detects immediate evil intent, as in, if your character is sitting at a bar, and you use detect evil on a cloaked man sitting in the corner, the spell won’t detect anything, unless the man for example is planning at that time to knife and rob the bartender for example, within say the next few minutes or so. In that case, the spell would register as an evil aura.
Magical energies and boundaries affect even fly spells for example, as well as teleportation and so on. All of these things, may be restricted at various times, seasons, and places throughout the world.
Thus, and there are more, but I have assumed that the world affects and changes the way magic can work, and the result is that players cannot really know everything and be everywhere. The world is absolutely huge…it is bigger than you probably imagine!, and the way magic is affected by it is different.
Mmadsen Wrote:
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To reiterate, I think there are a few reasons why people might be apprehensive about epic-level play:
1. The rules break down at high levels. Actually, they don't seem to break down too badly, but older versions certainly did -- and people remember that.
2. They have no experience playing at epic levels. It takes a long time to get a party up to epic levels (if you don't skip past any levels), and the game definitely changes by the time you get there. People are apprehensive because Epic D&D is a different game they don't quite know how to play.
3. The campaign loses logical continuity. If the campaign wasn't designed from the get-go for epic levels, then its history stops making sense once we introduce epic elements. "Hey, where were all these 30th-level Wizards the last time the Chaos Lords attacked? Why were we saving the world?"
4. The consequences of epic magic (or even high-level magic) are impossible to predict. The more magical the game becomes, the harder it is to understand anything. Ask Aristotle what the world would look like with nuclear weapons and networked computers. Right, he'd have no frickin' clue.
5. How do you stock a dungeon for four 30th-level guys?
That's a start.
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(1) People have to change their thinking; Indeed, as long as the refuse to consciously change their paradigm, then they will be frustrated in trying to get an epic level campaign off the ground.
(2) I would say that it can help to intermix epic knowledge with the campaign from the very beginning, so that the fact that epic level characters existing isn't a problem. Also, expanding the entire scope of the world, the populations, and the access to magic will make epic level play flow more smoothly.
(3) The above also addresses this somewhat; but it is important for the Game Master to realise from the start of the campaign that epic level creatures and characters exist. Their existence doesn't present a consistency problem because the Game Master will be advised to expand the scale, population, and magic access to their world to such an extent, that there is always stuff going on, with many different levels involved. The epic leve characters for example aren't merely sitting around in the palace, but they are involved with desperate quests and vast campaigns of their own; next, it isn't advisable for the player characters to be "saving the world" and certainly not while at sub-epic levels. For example, instead of them encountering the Lich Lord, and thus wondering why higher level characters haven't dealt with them, they could encounter lower ranking liches that are a serious threat, but still less than the lich lord. In addition, if there are greater numbers and expectations, it doesn't matter, because epic level characters in any event, can't literally be everywhere. The world, and the forces of evil are simply much more than any one handful of characters can effectively, conssitently deal with.
(4) Epic Level Magic: I believe that it is very important that the Game Master spends some considerable time in thinking about precisely how magic affects the world, how magic is accessed, and how users of magic fine tune and apply magic throughout their lives and their society.
(5) How do you stock a dungeon for four 30th level characters?
This can be done effectively, though the Game Master has to spend some time designing it carefully, with thought to consistency and an eye towards the capabilities of the dungeon's designer. Challenges can relatively easily be made for such an environment, based on numerous factors; Is the dungeon an occupied, fortified dungeon? Or is it a wilderness, random-occupied dungeon? Such assumptions will determine what kinds of forces and creatures that would likely occupy the dungeon. In addition, of course, some of the dungeon would be considerably lower level compared to the characters, and would thus be hammered. The characters have to have some glory, after all!

However, the portions of creatures that are at the character's level or higher, will certainly be very deadly, powerful, and highly coordinated. Such occupying forces will be very challenging for a party of four 30th level characters.
Of course, the Game Master has to design the world to have a rich and detailed background and social and political environment so that there will be a rich, believable context in which the players--the four 30th level characters--would have in order to be properly and realistically motivated to be in such a situation.
JBrowning Wrote:
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I"m also interested how shark protects the massive grain fields that are needed to support such numbers. Small tactical unit hits on grain producting areas could easily lead to mass starvation, (if not of the soldiery because of their access to magic, but of the peasantry). Perhaps magic food production is very common.
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The lands have vast herds of animals to eat; the seas and rivers are full of creatures; Agriculture is not only highly sophisticated, but thoroughly augmented by the application of magic; magic is applied to the weather, the soil, the water, the animals, plants, and so on.
There are new and different kinds of plants, trees, crops, and animals. Combinining this with many other aspects of magic as applied to food production, creation, preservation, enhancement, and storage, the populations often have plentiful and diverse amounts of food and other such nececcities.
Semper Fidelis,
SHARK