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<blockquote data-quote="Kerrick" data-source="post: 1920022" data-attributes="member: 4722"><p>SO far, we've only had one game that went epic, but it was a long-standing campaign that started from first level and ran all the way to 29-30th level. It's on standby right now; I got deployed, our DM had some health problems, and half the group decided to go on hiatus. We played about a year into epic, off and on, so we got a pretty good feel for how it worked.</p><p></p><p>We did come up against some things we didn't like (some problems, some things that we just felt needed changing) - for one, we changed the BAB/save progression back to normal. It saves a LOT of time when making characters, and we found that it doesn't affect the PCs that much, unless you remain single-class. We tend to multiclass and make use of PrCs (both our own and published ones), so we can cover the shortfalls more easily. Attacks, of course, are capped at 4/round.</p><p></p><p>Epic spellcasting - yeah, that one got ditched. I sat down and rewrote it as a level-based system. Development costs 10K gp per level, 1 month/level above 10th, and 1/25 the gp cost in XP (so a 15th-level spell is only 150,000 gp, 5 months, and 6,000 XP). And I've been busy converting a buttload of spells my DM had from his old group when they played in the bad old days of 1E/2E - they had spells of over 10th level.</p><p></p><p>We have yet to use ANY of the monsters from the ELH. My DM contends that they're all boring and banal (I believe his actual words were "They suck."). We use our own monsters, along with some epic NPCs. </p><p></p><p></p><p></p><p>Our world is like that too - high power, high magic from the start. It almost has to be, to make epic work properly. Also, when you hit epic, you shouldn't be confined to the Prime - there's a whole multiverse of planes out there, with all kinds of threats - use it! The PCs should have easy access to planes-hopping magics and items - let them confront demon lords, angels, and gods, as befits their level.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 1920022, member: 4722"] SO far, we've only had one game that went epic, but it was a long-standing campaign that started from first level and ran all the way to 29-30th level. It's on standby right now; I got deployed, our DM had some health problems, and half the group decided to go on hiatus. We played about a year into epic, off and on, so we got a pretty good feel for how it worked. We did come up against some things we didn't like (some problems, some things that we just felt needed changing) - for one, we changed the BAB/save progression back to normal. It saves a LOT of time when making characters, and we found that it doesn't affect the PCs that much, unless you remain single-class. We tend to multiclass and make use of PrCs (both our own and published ones), so we can cover the shortfalls more easily. Attacks, of course, are capped at 4/round. Epic spellcasting - yeah, that one got ditched. I sat down and rewrote it as a level-based system. Development costs 10K gp per level, 1 month/level above 10th, and 1/25 the gp cost in XP (so a 15th-level spell is only 150,000 gp, 5 months, and 6,000 XP). And I've been busy converting a buttload of spells my DM had from his old group when they played in the bad old days of 1E/2E - they had spells of over 10th level. We have yet to use ANY of the monsters from the ELH. My DM contends that they're all boring and banal (I believe his actual words were "They suck."). We use our own monsters, along with some epic NPCs. Our world is like that too - high power, high magic from the start. It almost has to be, to make epic work properly. Also, when you hit epic, you shouldn't be confined to the Prime - there's a whole multiverse of planes out there, with all kinds of threats - use it! The PCs should have easy access to planes-hopping magics and items - let them confront demon lords, angels, and gods, as befits their level. [/QUOTE]
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