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ELH in the SRD?
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<blockquote data-quote="Bendris Noulg" data-source="post: 866202" data-attributes="member: 6398"><p>Agreed. A few things I've found counter these issues easily and immediately:</p><p></p><p>1. Wounds & Vitality. Regardless of how much Vitality you have, damage to Wounds can still take you out quickly.</p><p></p><p>2. Oppose Rolls as often as possible.</p><p></p><p>2A. Defense Rolls (DMG, page 64), combined with a Defense Rating (per Modern) keeps Attack Rolls (BAB + EAB) in check.</p><p></p><p>2B. Spell Rolls (DMG, page 96) do the same for Saving Throws.</p><p></p><p>2C. Monte Cook's article on <a href="http://www.montecook.com/arch_dmonly5.html" target="_blank">Opposed Rolls</a>, although I consider it "a good start".<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><p></p><p>3. Aptitude Cap; You Skill Ranks can't exceed the Ability Score that modifies it.</p><p></p><p>Further, I basically cut a line through the ELH, between what I call High Level Play and Epic Status. High Level Play is stuff that seems like a natural extension of the first 20 Levels, while Epic Status (which requires some kind of in-game event to come into play) brings in the rest (but also retargets the game from the physical to the metaphysical). Epic Status also removes the Aptitude Cap (and the gap in Skill Ranks and Max Rank is quickly closed by allowing Intelligence increases to retroactively grant Skill Points).</p><p></p><p>It's kinda like the difference between <em>Conan</em> and <em>Sandman</em>.</p><p></p><p>Obviously, unless you "go Epic" (as my group refers to it), you very much retain a number of mortal limits, and generally don't become that much more powerful (although you do become easily more versatile). Once you "go Epic", then affairs of the game turn away from the physical world and more into realms where you once again find yourself a small fish, except instead of being in a big lake, you're now in a big ocean.</p><p></p><p>Anyhow, just rambling... Can't wait for that SRD release so I can post the details.</p></blockquote><p></p>
[QUOTE="Bendris Noulg, post: 866202, member: 6398"] Agreed. A few things I've found counter these issues easily and immediately: 1. Wounds & Vitality. Regardless of how much Vitality you have, damage to Wounds can still take you out quickly. 2. Oppose Rolls as often as possible. 2A. Defense Rolls (DMG, page 64), combined with a Defense Rating (per Modern) keeps Attack Rolls (BAB + EAB) in check. 2B. Spell Rolls (DMG, page 96) do the same for Saving Throws. 2C. Monte Cook's article on [url=http://www.montecook.com/arch_dmonly5.html]Opposed Rolls[/url], although I consider it "a good start".;) 3. Aptitude Cap; You Skill Ranks can't exceed the Ability Score that modifies it. Further, I basically cut a line through the ELH, between what I call High Level Play and Epic Status. High Level Play is stuff that seems like a natural extension of the first 20 Levels, while Epic Status (which requires some kind of in-game event to come into play) brings in the rest (but also retargets the game from the physical to the metaphysical). Epic Status also removes the Aptitude Cap (and the gap in Skill Ranks and Max Rank is quickly closed by allowing Intelligence increases to retroactively grant Skill Points). It's kinda like the difference between [i]Conan[/i] and [i]Sandman[/i]. Obviously, unless you "go Epic" (as my group refers to it), you very much retain a number of mortal limits, and generally don't become that much more powerful (although you do become easily more versatile). Once you "go Epic", then affairs of the game turn away from the physical world and more into realms where you once again find yourself a small fish, except instead of being in a big lake, you're now in a big ocean. Anyhow, just rambling... Can't wait for that SRD release so I can post the details. [/QUOTE]
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