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<blockquote data-quote="kigmatzomat" data-source="post: 1939325" data-attributes="member: 9254"><p>My 3.0 game that's been running since, well, since 3.0 came out has just hit 18. We've been prepping for Epic and run several Epic one-shots to test stuff. We decided that Epic spells are something for 35+ level characters. Epic casters switch to lots of metamagic and group harassment spells (mage dings eight guys for 30 each while the fighter does 250 to one target). </p><p></p><p>I didn't have any real problem with CRs but that could be me; I've got a good handle on how my players do things. I've been using epic skill DCs to determine grades of success when necessary, though I think some of the "climb on air" stuff is just totally BS and needs to at least be a feat. I'm tempted to make some things special and require Epic Spell Focus for them to work. </p><p></p><p>One house rule I've already declared is that skill levels can be "re-arranged" so that a 20 fighter/20 wizard will have the same BAB as a 20 wizard/20 fighter. Of course, I'm saying that the saves goes along with it so there will be sweet spots. Pre-req classes must be included for PrCs to be included so an Wiz10/fighter10/Edlritch knigh 10 has to have some sub-epic wizard levels. </p><p></p><p>At this point I'm toying with the simple idea of extending the spell progression automatically given the generally low effect of most spells and not using the weird "Bonus Epic Spells" table. I might slow it down to half normal which would allow for additional metamagical room and let those who want extra spells to take the Improved Capacity feat. </p><p> It still runs into the insane save issue where you expect saves to be made except on botches and save-or-dies become so appealing. I'm hoping I can make the encounters plot-relevant without resorting to many truly epic monsters; I prefer to level monsters instead. </p><p></p><p>Epic item costs are insane and IMC there are so few potential epic casters that there's no real economy for it. I'm thinking I might just extend the magic item cost table out and reduce the PC cash expectations. Haven't crunched the numbers yet though.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 1939325, member: 9254"] My 3.0 game that's been running since, well, since 3.0 came out has just hit 18. We've been prepping for Epic and run several Epic one-shots to test stuff. We decided that Epic spells are something for 35+ level characters. Epic casters switch to lots of metamagic and group harassment spells (mage dings eight guys for 30 each while the fighter does 250 to one target). I didn't have any real problem with CRs but that could be me; I've got a good handle on how my players do things. I've been using epic skill DCs to determine grades of success when necessary, though I think some of the "climb on air" stuff is just totally BS and needs to at least be a feat. I'm tempted to make some things special and require Epic Spell Focus for them to work. One house rule I've already declared is that skill levels can be "re-arranged" so that a 20 fighter/20 wizard will have the same BAB as a 20 wizard/20 fighter. Of course, I'm saying that the saves goes along with it so there will be sweet spots. Pre-req classes must be included for PrCs to be included so an Wiz10/fighter10/Edlritch knigh 10 has to have some sub-epic wizard levels. At this point I'm toying with the simple idea of extending the spell progression automatically given the generally low effect of most spells and not using the weird "Bonus Epic Spells" table. I might slow it down to half normal which would allow for additional metamagical room and let those who want extra spells to take the Improved Capacity feat. It still runs into the insane save issue where you expect saves to be made except on botches and save-or-dies become so appealing. I'm hoping I can make the encounters plot-relevant without resorting to many truly epic monsters; I prefer to level monsters instead. Epic item costs are insane and IMC there are so few potential epic casters that there's no real economy for it. I'm thinking I might just extend the magic item cost table out and reduce the PC cash expectations. Haven't crunched the numbers yet though. [/QUOTE]
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