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[EPIC LEVEL HANDBOOK] I'm scared

Knight Otu said:
Epic level guardians for an epic city, I can take.
15th level bard groupies, I cannot. Do these groupies have groupies themselves, being so good performers?

They're not groupies, they're "hangers on." What does that mean, exactly? I dunno, but a 23rd level Sorcerer could easily have a 15th level Bard cohort. Two, if he took leadership twice. I don't think it's such a big deal.

The epic level city guards, on the other hand, are pretty silly.
 

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Johno said:


Don't start this crap again. A well-equipped Epic adventurer WILL have resources to counter such simple tactics.

Relax. That point was more a nod to all the complaints about 11th level clerics being able to kill Great Wyrm Red Dragons with a lucky round.

Johno said:

Setting up ludicrous fights in this fashion can be done both ways. No point is "proven".

DnD is NOT about which character is the "best". A well-rounded team is what usually saves the day.

Obviously a 25th level character is "better" than a non-epic character. You don't even understand the point of the debate, do you?
 

Re: Re

Celtavian said:


Do you really think a lvl 27 fighter is not going to have some kind of magic item that gives him spell resistance or huge saving throw bonuses? I bet an average lvl 27 epic lvl warrior is going to be wearing armor that has great resistance to everything and spell resistance.

Each round one wizard going to die to a lvl 27 epic lvl warrior. So they have 5 rounds to kill him. His initiative will most likely also be much higher than the lvl 18 wizards. The gods better help the wizards if he happens to be an epic archer type.

The point was 5 18th level wizards against a 27th level fighter would fare much better than 5 1st level wizards against a 12th level fighter. The point still stands, and its correct.

Celtavian said:
An 11th level cleric is not going to land a spell on a lvl 25 fighter. Probably not going to live to get his attack.

A natural twenty and the cleric hits the fighter with a touch attack, period. If that touch attack is Harm, ouch. If that Harm is followed with a Quickened Inflict Light Wounds, goodbye. If its a 20th level min-maxed Hierophant with max spell DC and Harm as a ranged touch attack...that 25th level fighter needs to be damn careful.

Celtavian said:
A 20th lvl rogue has a chance of taking on a 21st level rogue.

Well, then. So much for epic campaigning being so fundamentally different that DM's will have to alter their entire style of play.

Celtavian said:
I was thinking more in terms of 5 lvl spreads. A lvl 15 rogue doesn't have a change against a 21st lvl rogue. A lvl 20 rogue doesn't have a change against a 25th lvl rogue.

...and a 1st level rogue will get his ass kicked by a fifth level rogue, and a 5th level rogue will get his ass kicked by a 10th level rogue. Your point?

Celtavian said:
Epic level play is much tougher than pre-epic play. It will get moreso once epic characters start building up epic feats. There will definitely be a separation of power between pre-20 and post-20. It may start off minor, but it will grow as lvls accumulate.

Which is no different than pre-epic play. 1st and 2nd level characters. Not much difference. 20th and 21st level characters. Not much difference. 1st and 10th level characters. A lot of difference. 21st and 30th level. A lot of difference. And so on.
 

Kai Lord listeed the following:


Five 18th level wizards can kick the crap out of a 27th level fighter. What are five 1st level wizards going to do against a 12th level fighter? Get their asses kicked.

The flip side is that a 1st level character will get his ass kicked just as quickly by a CR 12 monster, no different fundamentally than an 18th level character getting beat down by a CR 27 monster.

A 20th level rogue has no chance of taking a 21st level rogue? Might want to reread the book. And you think your 25th level fighter is suddenly immune to Harm and a Quickened Inflict Light Wounds? Touch. Touch. You dead. Killed by an 11th level cleric. Don't even get me going about a 20th level min-maxed archmage. Your epic fighter will be lucky to survive to round 2.

No... I don't see the point of this "debate"...

I see a tirade of examples of how to mash PCs into pulp, as they are way out of their league. So?

Also: 27 - 18 = 9, so you may want to compare 1st level Wizards and a 10th level Fighter... But to what purpose?

Oh yes, the "point" being that it still has incremental steps in power, that each level is just only so much more powerful than that below it. And then we murky the waters by adding in all sorts of garbage about 5 18th level wizards, archmage 20th level wizards and what not fighting against a 27th level fighter...

Seems more like a "blunt" to me, rather than a point. So perhaps you need to hone your insults? ;)

The title of the Thread is: "Epic Level Handbook, I'm scared."

How about some other debate than rather who can whip which ass? That is tiresome.

I'd rather read something about how other people are actually going about creating worlds with room for Epic Level characters/monsters, how they are scaling the BBG threats, and where they think the natural end should be. How are they creating believable stories for why these BBG threats haven't crushed all of demi-humanity eons ago.
 

Kai Lord:

I'm guessing we just have different ideas as to what "feels" right in a campaign. There comes a point, a specific power level--for PCs, mind you--where the game changes feel, at least to me. Maybe the 21st-level cut-off isn't exactly where it occurs, but overall, I'd define it as the difference between a standard game and an epic game. And I just feel that the book didn't discuss that enough. You didn't have that problem, and that's fine. I'm not trying to convince you that you shouldn't like it, anymore than you're going to convince me that I should. I do like some of what they did. I just don't think they did enough.

As far as Raistlin not being a PC, that's just gut instinct based on the way the novels read. He vastly outstrips the other main characters, he does things they could never even dream of...

And to be entirely honest, being able to challenge multiple gods and win is part of the difference, in my mind, between "standard" and "epic-level" D&D. I tend to take the "gods don't have stats and cannot be battled directly" approach in most of my campaigns. I'm not opposed to a game where they can be challenged, but it has a different--yeah, you guessed it--feel than the ones I normally run. And again, feel is what ELH lacked, IMHO.

I'm not entirely sure why we're having this debate, to be honest. When you get right down to it, I've admitted that my distaste for the way some of this book was handled is entirely based on my view of what epic level games are/should be/must be, and it's more emotional than quantifiable. To restate yet again--after I read the book, I had less interest in an epic level game than before I read it. That's a gut response, and there's simply no way to argue with it.

I'm glad other people enjoy it more than I did. I want to see it succeed. And I will use it at times. It's just less than I hoped for.

Edit: By the way, I want to thank you. As much as you disagree with me, you've been nothing but civil about it--which is more than I can say for others.
 
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Re: Weekend Warriors: Heroes Need Not Apply

Kibo said:


Wow. I guess that adaquately frames the problem. DnD is fine for a weekend game with some pizza. But, in your opinion, completely unsuitable for telling larger than life tales with larger than life heroes. I am so glad people I've played over the years didn't feel the same way. They, and the stories they helped create are the only things that make the time spent in this particular diversion worthwhile. Quite frankly, the game you describe doesn't seem worth playing, and is a mercifully distant memory.

Sauron and Raistlin *DO* count, because they're characters, just like any other characters in any narrative, including a role-playing game. Because they don't fit into some arcane ideal of someone else's rules, it just cannot be done (despite that you say you do it). Quite the declaration. I don't even know what to say about your claimed inability to take the abstraction of hit points, and create a colorful description out of it. The ELH clearly seeks to help people bring more of the literary high stakes adventure into their game without them having to read a wide range of mythology, fantasy novels, and then spend the time to homebrew their own rules. It's a shortcut people can take or leave, and some people are acting like the author took a dump on the hood their car.

If you truly haven't managed to tell a larger than life story with the players you game with, get on it. Watch them become larger than life heroes, and help you tell a brilliant tale. After you and your group finish basking in the slowly fading afterglow of your collective brilliance, you'll probably immediately start kicking yourselves for not doing it sooner and wasting all that time.

And as for having a feel different from your standard campaigns, which aren't epic in the literary sense (as if there was another), as a player, that could only be good news.

I have an idea. How about you either actually read what I wrote instead of trying to be insulting, or get the hell out of this debate?

You haven't a clue what my campaigns are like. You don't hae the first idea how "larger than life" they get, either with characters or plots. And I never said, or even implied, that my campaigns weren't epic in the literary sense.

I prefer a certain mix of fantasy and reality in my D&D campaigns. So do my players. The Epic Level Rules throw that mix off. I wanted a little more on how best to use the new mix to tell good stories. I never claimed the new system sucked. I just felt they didn't cover everything they needed to.

And considering that most of us have spent this entire, pointless debate trying to be civil, I don't think it's too much to ask that you do the same, without trying to interpret how I run my games.
 

Boy, you guys really ran with this one! Let's keep the debate civil; this is an interesting discussion, but you know what happens on these forums when emotions start running high :)
 

Okay. I've calmed down a bit, and hopefully others have done the same. I'm going to take one last crack at this, before I throw up my hands in despair and figure that I'm just not expressing the way I feel properly.

(This, by the way, is why I write fiction. I have no problems expressing how fictional characters feel, but I can't express my own viewpoints all that succinctly...)

First, I should never have brought up fiction examples, because we all have differing ideas of where fiction fits into this sort of thing. So scrap all that. Let's bring the focus back to where it belongs--D&D specifically.

As characters and campaigns advance, the DM is ultimately left with two different types of challenges to throw at them: More and Different.

More is the drift from kobolds to orcs to ogres to giants to demons to dragons; from masterwork swords to +2 keen to +5 holy avengers. The monsters are tougher, and they have more magic, and the characters have a much wider array of abilities and spells with which to combat them, but it's still, boiled down its most basic form, more of the same stuff you were doing at first level.

Important Note: There is nothing wrong with this. "More" is fun. More is essential. Characters get tougher, monsters get tougher. That's the way it works. What I've said so far is not a complaint, and not be taken in any negative light whatsoever. "More" is an integral part of the game, and of advancement.

The other option is Different. Different means stuff the characters haven't done before. When you throw your first mystery at them, that's Different. When they're high enough level to begin ruling their own territory, or playing politics with kings, that's Different. And when--if your campaigns reach this stage--they begin hobnobbing with deities, that's Different.

Now, remember what I said about More being essential? It is. But it's not enough. As campaigns advance, for them to remain fun--in my opinion, of course--they must include a good mix of More and Different.

The Epic Level Handbook does More very well. Extremely well, even. But it falters on Different.

The problem is, it goes so high in the direction of More that--again, in my opinion--it doesn't feel right if the world doesn't in some way change with it. It's different, but it's not Different, if you get my meaning. They give us all these new toys to play with, but they only tell us how to get More use out of them.

Where are the challenges that only epic-level characters can face? Sure, we've got really tough monsters, but that's just More. Where are the Different challenges? Where are the new plots, the new types of stories to tell? Or, if that's asking too much, where are the tips on making the More at least feel Different? Where are the tools to make a battle between a 50th level party and a Prismatic Dragon feel different--and Different--than a battle between an 18th level party and a Red Dragon? Where are the magic items that, rather than just doing the same old stuff with higher numbers, do things that we never even imagined at low levels?

Does the book touch on this? Yes, a bit. But not nearly enough, and that's where my dissatisfaction lies. My problem is not with the massive power levels of the characters in an epic campaign. My problem is that the book only deals with massive power levels, without delving into repurcussions and stories that stem from them.

Again, I'm not talking about hand-holding, although some of you may see it that way. I've been DMing for almost 20 years, I know how to build a story. But I still appreciate being given the tools with which to build those stories, and ELH didn't provide them. Tools for building epic characters, yes, absolutely. But, at least in my mind, a story involving these proto-demigods should feel different--and Different--than a lower-level story. And the book simply doesn't provide any means, or even any tips, on doing that.

As the book stands now--at least as I see it--an epic level campaign is the same as a lower-level campaign, just with higher numbers and bigger monsters. I wanted more than that. I wanted more than just the mechanics to change at 21st level. I wanted more than just a continuation of the same progression we've seen when it comes to magic items. And I'll provide more than that if/when I run one, but I'd hope to get at least something in that regard from the book.

They managed it with epic-level spells. Those are something new. Heck, I might even try to retro-engineer the system at some point as an optional replacement to the normal fire-and-forget spell slots. This wasn't just More, it was Different. And it's one of my favorite parts of the book. I just wish more of the book could have been like this.
 
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Re: The Epic Lamentations of Mouseferatu

You specifically said, Raistalin, and Sauron cannot be player characters. Sauron wouldn't be a particularly interesting one, so I might even be inclined to give you that, except for the fact that I allow for the possiblity someone might be able to do what I don't concieve. Raistlin however, could clearly be a brilliant character, and was. The fact that some of his feats don't fit neatly into some rule book are beside the point. The published rules are a guideline not a coloring book.

The ELC just more readily facilitates the integration of other literary ideas into the role-playing game. It just saves the DM the time of having to hammer something out. Making it even easier to play the novel, or play a new story worthy of being one. You're of the opinion, that these fantasy concepts from literature ruin adventures. Maybe what you think, but don't say, is they take the game out of role-playing game, which would be as silly as the things you've said.

It's not even worthwhile to return to your assertion that hit points and ledgendary feats with ranged attacks are totally incompatible, particularly if there isn't even a hit location system. That just boils down, to "Describing combat on the fly is hard, it's much easier to throw out numbers." Fair enough. But you not wishing to do so, doesn't make it impossible. And epic feats, such as slaying an enemy with a single arrow, not through magical device, but supreme skill, are cool, can be *quite* dramatic, and, in the right setting, wholly appropriate. The rewards for a life well played shouldn't just fit into Ye Old Vault of Accumulated Magic in the basement of your players' keep guarded by proper amount and kinds of henchment as presecribed by their levels.

As to the how's. If you can picture it being cool in your campaign, experiment with it a little, and take it. If the players have something they think will be cool, but you have misgivings, have them convince you. If they get you to the point where you can take it or leave it, take it, and experiment. Naturally, the ELC for Mouseferatu, would require a bit more research on their part, and probably wouldn't sell very well. <--- This is hyperbole, do not be alarmed! At some point you do have to make some decisions about what you think is useful according to what you value. They just saved you a lot of time but distilling a library's worth of fantasy, mythology, and legend into a single book, and tried to provide a little bit of balance for garnish. That's pretty damn convienent. As to what the stories should be like, well to each there own. But on an epic level, as in ELC, that pretty well puts them the save the world or die catagory. How many times they can do this, well that depends how big your "world" is and how fantastic is your campaign. It's as fantastic as say ancient Greek myths where every city had a patron god, and a couple of demi-gods wandering around opening cans of whoop-a$$ on everything? Well you can do quite a lot of that then. If it's a less fantastic setting, you might get to save the world two or three times, once from the other most powerful person, once from another most powerful person no one knew about, and once from a or the Gods. But even that's starting to get kinda campy. If you go for stuff like planescape there's almost no limit. You could probably get away with episodic epic adventures that perhaps were loosly connected to a super-epic adventure for a campaign. In perhaps a more dramatic, more sinister comic book fashion. But that's just off the top of my head, and not what I have in mind to do.

You've said quite a bit about your campaigns. Your NPC's can have powers like Sauron, or Raistalin, your PC's can't, period. Nor can the PC's do fantastic feats like slaying a powerful beast with a single arrow, without the aid of a plot device like an arrow of X slaying. All this because you like a sense of reality with your high adventure involving mythological beasts and magic. Fair enough. But that does tell me a lot. It tells me that your's isn't a world with characters, it's a game with sides. I like consistancy, and continuity. The sense that there are certain truths all other things are derived from. Then I trust the NPC's I've created will have motivations that engage the players, and I trust the players to do what players do, and finally when all is said and done, a great story will seem to have written itself, no thanks to me. And that is a most spectacular feeling. (It's kind of like that feeling of epiphany, that same buzz, maybe a little more subdued, but this feeling is readily shared with others who are on exactly the same page with you.)

Oh, about opinions. If you don't wish to have yours interpreted, keep it to yourself. Hey, look at the bright side, maybe you're just so brilliant that what I consider foolish or non-sequitor arguments are extremely astute insights that are missing what you consider obvious intermediate steps. Of course I see no reason why anything that exists in literature, or movie, or whatever can't exist in a role-playing game.

Have A Nice Day.
 

Re: Re: The Epic Lamentations of Mouseferatu

You specifically said, Raistalin, and Sauron cannot be player characters. Sauron wouldn't be a particularly interesting one, so I might even be inclined to give you that, except for the fact that I allow for the possiblity someone might be able to do what I don't concieve. Raistlin however, could clearly be a brilliant character, and was. The fact that some of his feats don't fit neatly into some rule book are beside the point. The published rules are a guideline not a coloring book.

Okay, first off, as I've already said, I made a mistake bringing fiction into this.

However, let me clarify. I see Raistlin as an NPC, not a PC, but it's not because of his powers, or at least not purely because of his powers. Raistlin was a plot point. That's purely a subjective interpretation, I realize that. I also admit that my view of Raistlin is probably colored by the fact that I'm not a huge Dragonlance fan. So I'll admit that my inclusion of him was probably in error, and we'll move on from that particular point, okay?

The ELC just more readily facilitates the integration of other literary ideas into the role-playing game. It just saves the DM the time of having to hammer something out. Making it even easier to play the novel, or play a new story worthy of being one. You're of the opinion, that these fantasy concepts from literature ruin adventures. Maybe what you think, but don't say, is they take the game out of role-playing game, which would be as silly as the things you've said.

Nothing I've said is "silly," if you read what I said and not what you assume I meant. But let's ignore that.

Here's the thing. Most fantasy novels I read don't involve the characters doing stuff that's equivalent to the epic-level book. They aren't tossing world-ending spells, or swimming up waterfalls. Yes, they often have great skill, or wield powerful magics, but those are easily encompassed by the levels up to 20th. The characters who do stuff equiavelent to what's in the ELH are from sources such as anime, ancient ballads, and myth.

That's not a bad thing. Those are enjoyable reads, and can make enjoyable games. But they don't feel the same as a "typical" fantasy novel. They're not better or worse. And if you go back, I never said epic-level games were better or worse. They're just different, IMO.

It's not even worthwhile to return to your assertion that hit points and ledgendary feats with ranged attacks are totally incompatible, particularly if there isn't even a hit location system. That just boils down, to "Describing combat on the fly is hard, it's much easier to throw out numbers." Fair enough. But you not wishing to do so, doesn't make it impossible. And epic feats, such as slaying an enemy with a single arrow, not through magical device, but supreme skill, are cool, can be *quite* dramatic, and, in the right setting, wholly appropriate. The rewards for a life well played shouldn't just fit into Ye Old Vault of Accumulated Magic in the basement of your players' keep guarded by proper amount and kinds of henchment as presecribed by their levels.

Gosh, it's nice to know you don't even have to be at one of my games to know how I DM. I never just throw out the numbers. Every bit of action in combat, or anywhere else, is described visually first, and mechanically later, if at all.

I fully appreciate the value of dramatic instances. Single-shot kills are hard to achieve in a hit point system, though, which is why such things are less common in D&D than they are in novels. Never said they shouldn't exist. However, you're taking the approach that Bard was an epic-level character, whereas I'm not. That's purely a matter of interpretation.

And BTW, what part of ":D" didn't you understand on my comment about hit point systems?

As to the how's. If you can picture it being cool in your campaign, experiment with it a little, and take it. If the players have something they think will be cool, but you have misgivings, have them convince you. If they get you to the point where you can take it or leave it, take it, and experiment.

I can very much picture epic-level stuff being cool. But I see it as fitting better into an environment designed for it than I do in a campaign world that never had epic-level stuff before, but now suddenly, *poof!*, it appears. Guess what else? My players agree with me. Every one of them would rather play an epic game in a separate world from our "standard" campaigns.

Once again, not better, not worse, but different.

You've said quite a bit about your campaigns. Your NPC's can have powers like Sauron, or Raistalin, your PC's can't, period. Nor can the PC's do fantastic feats like slaying a powerful beast with a single arrow, without the aid of a plot device like an arrow of X slaying. All this because you like a sense of reality with your high adventure involving mythological beasts and magic. Fair enough. But that does tell me a lot. It tells me that your's isn't a world with characters, it's a game with sides. I like consistancy, and continuity. The sense that there are certain truths all other things are derived from. Then I trust the NPC's I've created will have motivations that engage the players, and I trust the players to do what players do, and finally when all is said and done, a great story will seem to have written itself, no thanks to me. And that is a most spectacular feeling. (It's kind of like that feeling of epiphany, that same buzz, maybe a little more subdued, but this feeling is readily shared with others who are on exactly the same page with you.)

I've said nothing of the sort. I don't believe in "sides." Every one of my players will tell you that my greatest strength as a DM, far beyond my skills at role-playing or number crunching, is the creation of an interactive story that fully involves the PCs.

And if that means breaking the rules so an NPC can do something the PCs can't, my players are okay with that. Why? Because they know that I've always got my reasons, and they will always--always--be given a chance to destroy or counteract the villain's power/magic/whatever by the end of the story.

Incidentally, most of my villains who can do this aren't human anyway. They're demons, or undead, or monsters of some sort. Most of my human villains very much follow the rules, unless they happen to have some powerful magic item (like an artifact) to allow them to do otherwise.

Oh, about opinions. If you don't wish to have yours interpreted, keep it to yourself. Hey, look at the bright side, maybe you're just so brilliant that what I consider foolish or non-sequitor arguments are extremely astute insights that are missing what you consider obvious intermediate steps. Of course I see no reason why anything that exists in literature, or movie, or whatever can't exist in a role-playing game.

I expect my opinions to be interpreted, yes. Based on what I've written, not on other people's ideas of what my campaigns must be like based on something I said about the ELH. And I expect them to be interpreted politely.

Now go back over what I said. I never said epic-level stuff shouldn't exist. I never said epic games were bad. I never said the ELH was a bad book.

I said that I enjoyed epic-level stuff more when it was set aside from other campaign settings, and I said that I felt the book didn't do enough at giving suggestions for epic-level campaigns, stories, and settings. That's all I said. Anything else is supposition--and, from what I've seen, totally inaccurate.
 

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