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Epic Level Adventuring?
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<blockquote data-quote="RangerWickett" data-source="post: 230620" data-attributes="member: 63"><p><strong>Re: I'm curious, but dubious</strong></p><p></p><p></p><p></p><p>Well, I have one option you can use there. If you download issue 6 of Asgard magazine, and look in the teaser article for D20 Supers, you'll see a set of rules for giving characters innate powers instead of magic items. </p><p></p><p>In D20 supers, the Hero class grants you Hero Points (HrPs), with which you can acquire super powers. Similarly, the rules presented in that article make it possible for you to grant characters Hero Points if they don't have as much magical gear as the DMG expects. You don't have to call the abilities "super powers," but in a setting where high-level spellcasters can rain down massive destruction, it's not too much of a stretch to say that a 15th or 20th level character has developed some powers beyond normal ranges.</p><p></p><p><em>For example, the DMG assumes a 20th level PC would have 760,000 gp. Now, we'll say you gave the party fighter 100k in a powerful magic sword, and another 250k in various other items that make him distinct. However, you didn't give out the other 410,000 gp, so the character could be considered underpowered. Looking at the chart in the teaser article, you see that 410,000 gp is a fair exchange with 50 Hero Points. If you're the DM, and you don't feel like handing out an arbitrary amount of magic items, d20 supers gives you the option to hand out hero points instead.</em></p><p><em></em></p><p><em>50 Hero Points is enough to get quite powerful abilities. Since we want to make sure the PC can survive against epic level foes, we'll be focusing on upping saving throws and AC. The PC fighter could spend 10 Hero Points on "Heightened Fortitude," and 5 Hero Points each on "Heightened Reflexes" and "Heightened Will." He could also take 10 Hero Points of "Heightened Defense (luck)," and just to appear all the more mighty, we'll give him 20 Hero Points worth of "Super Strength."</em></p><p><em></em></p><p><em>This grants him +18 to Fortitude saves, +8 to Reflex and Will saves, and a +5 luck bonus to AC. The super strength acts like normal strength, except without the bonus to attacks, so he gains a +19 bonus to damage and strength-based checks, plus an effective +38 strength for the purposes of lifting. Sure, he might be better of getting a bag full of healing potions, a bunch of periapts, magic cloaks, rings, +3 daggers, and amulets of natural armor, but it's far more impressive to have innate super powers.</em></p><p></p><p>Hopefully you won't shy away from super powers, especially not if you're willing to play epic level characters. I use this same gear for HrP exchange system in my game, and though no one has more than 5 Hero Points right now, they appreciate these powers much more than they would magic items. I hope you will to.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 230620, member: 63"] [b]Re: I'm curious, but dubious[/b] Well, I have one option you can use there. If you download issue 6 of Asgard magazine, and look in the teaser article for D20 Supers, you'll see a set of rules for giving characters innate powers instead of magic items. In D20 supers, the Hero class grants you Hero Points (HrPs), with which you can acquire super powers. Similarly, the rules presented in that article make it possible for you to grant characters Hero Points if they don't have as much magical gear as the DMG expects. You don't have to call the abilities "super powers," but in a setting where high-level spellcasters can rain down massive destruction, it's not too much of a stretch to say that a 15th or 20th level character has developed some powers beyond normal ranges. [i]For example, the DMG assumes a 20th level PC would have 760,000 gp. Now, we'll say you gave the party fighter 100k in a powerful magic sword, and another 250k in various other items that make him distinct. However, you didn't give out the other 410,000 gp, so the character could be considered underpowered. Looking at the chart in the teaser article, you see that 410,000 gp is a fair exchange with 50 Hero Points. If you're the DM, and you don't feel like handing out an arbitrary amount of magic items, d20 supers gives you the option to hand out hero points instead. 50 Hero Points is enough to get quite powerful abilities. Since we want to make sure the PC can survive against epic level foes, we'll be focusing on upping saving throws and AC. The PC fighter could spend 10 Hero Points on "Heightened Fortitude," and 5 Hero Points each on "Heightened Reflexes" and "Heightened Will." He could also take 10 Hero Points of "Heightened Defense (luck)," and just to appear all the more mighty, we'll give him 20 Hero Points worth of "Super Strength." This grants him +18 to Fortitude saves, +8 to Reflex and Will saves, and a +5 luck bonus to AC. The super strength acts like normal strength, except without the bonus to attacks, so he gains a +19 bonus to damage and strength-based checks, plus an effective +38 strength for the purposes of lifting. Sure, he might be better of getting a bag full of healing potions, a bunch of periapts, magic cloaks, rings, +3 daggers, and amulets of natural armor, but it's far more impressive to have innate super powers.[/i] Hopefully you won't shy away from super powers, especially not if you're willing to play epic level characters. I use this same gear for HrP exchange system in my game, and though no one has more than 5 Hero Points right now, they appreciate these powers much more than they would magic items. I hope you will to. [/QUOTE]
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