WizarDru
Adventurer
Following on this thread here, I thought it would be an interesting discussion to exchange experiences and advice about Epic-Level play. A few ground rules, though, if you please.
First, if you don't like high-level or Epic-level play, please start a separate thread to discuss the merits or the lack thereof. I understand many folks don't enjoy high-level D&D and even those who do may not enjoy Epic Level play. That's fine, but I'd rather not derail this conversation.
Second, if you have some interesting mechanics, feel free to mention them, but if they're a house rule (such as Trainz most-excellent alternate Epic Spellcasting rules), it's probably better to start a thread there and post a link here, again, so as not to derail the conversation.
Thanks.
What I'm looking at discussing here is approaches to epic-level play, the ELH, epic rules experiences with what works and doesn't and advice from DMs who have played at Epic Levels with the core and ELH rules, and their advice to other DMs who may be approaching it.
To start, here's my comments from the other thread to start us off:
I mean, here, look at the spell "Grazzt":
Essentially, I view Epic as being played in one of two ways: fast-burning fuse or candle-at-both-ends. Fast burning fuse is the 'it's all going to be over soon, so let's take all the toys out of the box' method. I think Piratecat is heading this direction with the Defenders of Daybreak. This approach is the 'verisimilitude is collapsing like a house of cards, so let's just wrap it up' theory of gaming. When the PCs can LITERALLY take out whole armies, single-handedly, it becomes increasingly more difficult to challenge them. This is compounded by some campaign types and styles, as well. If the PCs have just defeated the BBEG, and you don't want them hopping off the prime, what do you have them do? Plenty, but some games can't accomadate that, necessarily.
The 'candle-at-both-ends' style is the 'you're really powerful, but really busy' style, which highlights the fact that post 21st, level progression is MUCH flatter than before. A 25th level character and a 40th level character is not as widely divergent in power as a 5th and 20th level character is. The way to approach this game is to give the players lots to do with all those resources they've acquired, and keep everything turned up to 11, so to speak. For this style of game (which probably bears a resemblance to Exalted or Feng Shui in some ways), the DM needs to 'let go'. Accept that things will play out differently, and accept that the players are like tiny gods, able to shape the world in a massive (though in some ways limited) capacity.
I'll offer more thoughts and comments later. I think that's a good starting point.
First, if you don't like high-level or Epic-level play, please start a separate thread to discuss the merits or the lack thereof. I understand many folks don't enjoy high-level D&D and even those who do may not enjoy Epic Level play. That's fine, but I'd rather not derail this conversation.
Second, if you have some interesting mechanics, feel free to mention them, but if they're a house rule (such as Trainz most-excellent alternate Epic Spellcasting rules), it's probably better to start a thread there and post a link here, again, so as not to derail the conversation.
Thanks.
What I'm looking at discussing here is approaches to epic-level play, the ELH, epic rules experiences with what works and doesn't and advice from DMs who have played at Epic Levels with the core and ELH rules, and their advice to other DMs who may be approaching it.
To start, here's my comments from the other thread to start us off:
And here's a separate comment I wanted to talk about:Me! said:My experiences with Epic-Level have been mostly non-evident. The party is now comprised of 23rd and 24th level characters. One of the characters is now caught in a web involving one of the bad guys trying to make him a deity, and his decision as to whether to pursue it or not. (long story)
Generally, I've followed the main epic progression, with a few changes. First, I generally ignore any Epic restrictions on some feats. They become on a purely 'does it suit the character, is it balanced, is it fun?' basis. These people frighten countries, for pity's sake. I'm glad BAB and saves don't progress as before, or they'd lose all meaning. The 23rd level paladin is dropping ancient dragons in two to three hits, sometimes. They took out the Lich Queen of the Githyanki (Dungeon #100) and her pet red dragon before they were all Epic, so I just learned to let things play out as they will.
Epic Spellcasting is, as mentioned, a COLOSSAL FAILURE. No sane PC would ever spend the skill points, time, gold and experience to acquire or research them. It's just not efficient, especially given how difficult they can be to cast. The only epic spells in the game are ones that were claimed as treasure, and these are cast only rarely. Most of the PCs were given a chance to retool their characters when the ELH came out (after we agreed to try epic progression), since some choices were penalized harshly (such as the cleric not buying up his Spellcraft, for example).
The Epic Monsters vary in efficacy, some being cool and some being overrated. White Slaad, for example, have lots of kewl powers, but they still end up as cannon fodder, for the most part. Creatures like the one who jumps back and forth in time are just annoying. Last adventure, my players downed a Shadow of the Void advanced to CR 29, with only half the party available.
Implement any of the suggestions concerning massive damage saves. Doing 50 points in a round is no longer hard, and character death will be much more frequent (and irritating, not necessarily dangerous) at these levels. Some epic monsters deal the hurt so fast that even buffed barbarians go down in the first round. I generally only allow the 'massive damage doesn't tick at 50' rule for epic characters or creatures.
As far as I know, Sepulchrave uses several rules variants of his own with respect to Epic Spellcasting, which you can see in the Rogues Gallery thread. Let's look at some of the examples in his story: Nwm casts a spontaneous epic spell and pays for it by sacrificing a powerful magic item to fuel it; Mosting gets his first epic spell ("Grazzt") as a gift (of sorts) and at one point has access to a magic item that increases his Int to 100+ (the web of motes); Grazzt and Soniellion both have effectively unlimited XP to spend on epic spells, removing an otherwise extremely prohibitive cost.drnuncheon said:The weird thing is that it seems to come up in Sepulchrave's game all the time. I wonder if he's altered the rules...
I mean, here, look at the spell "Grazzt":
The development cost is 729,000 g.p.! That's equivalent of the money a character should have acquired in his first 20 levels. And each casting requires 100,000 g.p. and 10,000 xp for the primary caster, 8000 for the secondaries. Ouch. So how does Sep address this? Like so:Sepulchrave II said:To Develop: 729,000 gp; 16 days; 29160 XP. Seeds: Compel (DC19), Summon (DC 14); Ward (DC14). Factors: increase spell save DC by +10 (+20 DC), gain +10 bonus on caster level to defeat SR (+20 DC), ward effective against mind blank (+14 DC), summon specific individual (+60 DC), permanent duration (x5 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC), increase casting time by 1 day (-2 DC), 6 additional participants contributing 9th level slots (-102 DC), primary caster burns 10,000 XP (-100 DC), secondary casters each burn 8000 XP (-480 DC), inlaid thaumaturgic diagram of diamond dust (ad hoc –20 DC).
In this one-day long ritual requiring six additional participants, the spellcaster conjures and confines the demon prince Graz’zt into a readied thaumaturgic diagram which costs not less than 100,000 gp and requires at least one week to prepare.
In short, IMHO if you choose to use Epic Spellcasting as it is, you should either look to waiving requirements (as Sep and I have done, in varying degrees) or look to finding some way to allow more ease of ingress.Sepulchrave II said:I don't actually charge gold for the development of Epic Spells at all - there simply isn't that quantity of cash around in the campaign, and I want to keep it that way. I use an abstracted system: i.e. a 25th level character has a total resource value of x. This may be in material holdings, magic items, epic spells etc. When one figures in the xp cost to develop spells, it starts to become more complex - for purposes of determining resources, Nwm is currently 25th level, but x thousand xp have been sunk into epic spell development, therefore he is only a 22nd level character. The benefits of the ascetic class - certain perks which assume no magic items for stat boosts etc. - also have to be costed in this light, and subtracted from the whole.
This preserves the numinous bunkum which is game balance.
Essentially, I view Epic as being played in one of two ways: fast-burning fuse or candle-at-both-ends. Fast burning fuse is the 'it's all going to be over soon, so let's take all the toys out of the box' method. I think Piratecat is heading this direction with the Defenders of Daybreak. This approach is the 'verisimilitude is collapsing like a house of cards, so let's just wrap it up' theory of gaming. When the PCs can LITERALLY take out whole armies, single-handedly, it becomes increasingly more difficult to challenge them. This is compounded by some campaign types and styles, as well. If the PCs have just defeated the BBEG, and you don't want them hopping off the prime, what do you have them do? Plenty, but some games can't accomadate that, necessarily.
The 'candle-at-both-ends' style is the 'you're really powerful, but really busy' style, which highlights the fact that post 21st, level progression is MUCH flatter than before. A 25th level character and a 40th level character is not as widely divergent in power as a 5th and 20th level character is. The way to approach this game is to give the players lots to do with all those resources they've acquired, and keep everything turned up to 11, so to speak. For this style of game (which probably bears a resemblance to Exalted or Feng Shui in some ways), the DM needs to 'let go'. Accept that things will play out differently, and accept that the players are like tiny gods, able to shape the world in a massive (though in some ways limited) capacity.
I'll offer more thoughts and comments later. I think that's a good starting point.