Epic Handbook just a little bit unreasonable?

RogueJK said:
Have you ever had to retire a favorite character because they got too high in level?



I considered 16th level retirement age for characters in the previous edition. My highest level character in 3rd edition is my Ftr6/PitFighter2, so I haven't had to make any decisions yet. :)
 

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Yeah. If I ever get 20th level PC's in my group I'd probably just work out standard advancement over 20th level. I've already done Wizards and Fighters and it's simple.

I suspect it's for those who want their munchkinism justified with rules that let them be insanely powerful.
 

I suspect it's for those who want their munchkinism justified with rules that let them be insanely powerful.

And what's wrong with that? I'm rather like being insanely powerful....
 
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I think you'll find that the system breaks not too long after 20th level. Poor saves are too poor. fighter's start running out of feats and wizards and sorcerers start scaling in fairly strange ways. What ends up happening is that Wizards and sorcerers are mega powerful. Fighters are only moderately more powerful and before you know it there's a real disconnect in player ability. As far as the climbing a perfectly smooth surface and swimming up a waterfall those are things most players will never see (50+ abilties) so I think you can safely ignore them and still have a whole pile of stuff to add to your campaign.
 

I don't see why Wizards and Sorcerors shouldn't outstrip other PC's at very high level. It was that way in 1e and that was never a problem. I can see adding new feats to the list and making new spells up. But I don't know if I'll like these rules. Of course I reserve the right to pass judgement when it's actually put out. With my luck it will have nothing that interests me other than stats for the demon & devil lords. :p
 

Anyone remember in the 1e how for the Magic-User Spells per day chart went to 29th level? There were no limits in 1e and when 2e came out all the charts stopped at 20th, that was one reason I didn't like 2e. I've always just ignore level limits, not that I've had characters up that high but I never agreed with level limits.
 

Greetings!

Wait a minute, Flexor. Munchkinism? I certainly don't think that because I can envision characters with skills and abilities, that are consistent with the character, that sub-20th level doesn't accurately represent, that it makes it *Munchkin* Do you see what I'm saying? Going beyong 20th level may include Munchkinism, but it doesn't *have to*

Semper Fidelis,

SHARK
 

I think it'd be good. It's a fantasy game after all, so many of those things printed like swimming up a waterfall aren''t that out there. The thing I find funny, is that by level they think someone might need to do that. By 20+ level I'm really hoping my character hasa better way to get up the waterfall then swimming.

One of the things I'm looking forward to is continuing campaigns past the 20 level ceiling. My curtrent DM refuses to go beyond it. We are starting to get close, so even though the campaign really won't be over (he'll bring it to a conclusion, but it really should go on much longer) it will be stopped once we reach this point.

I'm also a big fan of options for PCs. I doubt I'd allow everything from the book (like everything else, I pick and choose what is used), but I hope there will be some really cool abilities and options.

As for knowing what the character can do and not remembering what you can do, well, that's just odd. How can you not know? It's a character you've advanced slowly and with great pride since first level. Ever ability is picked for a reason, ever spell selected with care. It's not like boom, at a certain level you get 50 new things. THe progression is nice and slow. A few options each level athat allow you much time to get aquanted with.
 

Man, I'm dying for that book!

As a DM, well, your NPCs can never be too powerful. I want god-like beings who can reduce cities to ash, raise entire nations from the dead to fight for them, change the landscape of the world with a wave of their hand.

Or, I should say, I've already got half-a-dozen of those in my campaign and have got no real way to justify what they're capable of rules-wise.

Which is no problem for me, really, but one of the ideas is that the characters eventually acquire this sort of power themselves. One of the central themes of the campaign is the "corruption" of power -- that those who possess extreme power will always be viewed as horrors by those who don't, regardless of what their actual intentions might be. And that in fact they WILL be horrors from some points of view.

My party is already proven to be capable of some pretty unpleasant things without thinking of the consequences. I don't even think they realise some of the things they've done in their quest to stay alive. Heh, heh, heh...
 

it's funny as hell that people are yelling 'munchkin' based on three lines out of dragon magazine...i personally like the idea that a fantesy game might have thought out rules to allow PCs to do impossible things if they are dedicated enough to getting those abilities. i'm pretty sure that you'd have to be pretty dedicated to getting high escape artist rolls to be able to slip through a wall of force.

why don't we all stop making our minds up before we've seen the books?:rolleyes:
 

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