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[EPIC LEVEL HANDBOOK] I'm scared
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<blockquote data-quote="tjasamcarl" data-source="post: 258785" data-attributes="member: 6007"><p><strong>Silly and Irrational..</strong></p><p></p><p>Psion, while i often agree with you, here you are being well...silly and irrational. </p><p></p><p>Lets first take your argument conscerning 'number inflation' in the ELH, namely that it is bland and/or munchkin. In point of fact, this type of rules consistency is what actually supports balance. The difference in gameplay that comes with a change from low/mid to high and even to Epic is not because of the addition of arbitrary new rules subsystems that are meant to add flavor, but instead through the intricate balance that arises from a combination of factors, most notably the scope of magic and the nature of the monsters being fought. This IMO is one of the game's strengths, that is keeps the same basic mechanics, with the ease of gauging power that implies, while offering wildly divergent experiences. Its noteworthy that your reviewed the monster and character creation rules seperatly, betraying a fallacious notion of what constitutes both balance and gameplay. You usually don't make this mistake, but then again, your past bias was not so overt.</p><p></p><p>And then you go on to talk about the virtues of a 'safety blanket' while then deriding the book for being 'more of the same'. Again you make the same mistake as outlined above. This is subtle, but its the fact that conventional monsters to not offer the same challenge to epic characters as they did to non-epic WHICH CHANGES THE FLAVORE OF THE GAME. I'm sorry if that was not spelled out to you, but RELATIVE, INGAME EFFECTIVNESS has always been what seperates a low-level and high-level character, especially in a game which is largly defined by combat. If this does not come through in a game, it is the fault of the dm, because clearly the tools are provided...</p><p></p><p>I'm glad the ELH didn't spend a great deal of time on the social/economic/dramatic/etc. implication of epic power, for these are ARE SPECIFIC TO EACH INDIVIDUAL CAMPAIGN. This is an extreme casel, but a dm could say, for whatever reason, that an epic antimagic field continuously walled in a party. Then a dungeon crawl would be more than possible. The place where the GAME of dnd comes into its own, combat, is what needs to be balanced, and from what i've seen, the ELH provides that is spades, regardless of how bland EPIC WEAPON FOCUS might seem to some. The feat is not there to be stare, at, but to be played. </p><p></p><p>Its ironic that all these rp titans that complain about the lack of narrative flourish in this the ELH and dnd in general are precicly those who tend to metagame the rules to the greatest degree. Much like the debates over FR's spellfire, the GAME and its fundemental are being lost to those who rant and rave, often disingenuously, and probably for status. That or they simply want their view of how a game should be played reinforced in the book adnauseum. It is the fact that dnd and Wizards has decided to appeal to that facet of the game that everyone needs, i.e. the mechanics, which largly explains its success....</p><p></p><p>jeez.....</p></blockquote><p></p>
[QUOTE="tjasamcarl, post: 258785, member: 6007"] [b]Silly and Irrational..[/b] Psion, while i often agree with you, here you are being well...silly and irrational. Lets first take your argument conscerning 'number inflation' in the ELH, namely that it is bland and/or munchkin. In point of fact, this type of rules consistency is what actually supports balance. The difference in gameplay that comes with a change from low/mid to high and even to Epic is not because of the addition of arbitrary new rules subsystems that are meant to add flavor, but instead through the intricate balance that arises from a combination of factors, most notably the scope of magic and the nature of the monsters being fought. This IMO is one of the game's strengths, that is keeps the same basic mechanics, with the ease of gauging power that implies, while offering wildly divergent experiences. Its noteworthy that your reviewed the monster and character creation rules seperatly, betraying a fallacious notion of what constitutes both balance and gameplay. You usually don't make this mistake, but then again, your past bias was not so overt. And then you go on to talk about the virtues of a 'safety blanket' while then deriding the book for being 'more of the same'. Again you make the same mistake as outlined above. This is subtle, but its the fact that conventional monsters to not offer the same challenge to epic characters as they did to non-epic WHICH CHANGES THE FLAVORE OF THE GAME. I'm sorry if that was not spelled out to you, but RELATIVE, INGAME EFFECTIVNESS has always been what seperates a low-level and high-level character, especially in a game which is largly defined by combat. If this does not come through in a game, it is the fault of the dm, because clearly the tools are provided... I'm glad the ELH didn't spend a great deal of time on the social/economic/dramatic/etc. implication of epic power, for these are ARE SPECIFIC TO EACH INDIVIDUAL CAMPAIGN. This is an extreme casel, but a dm could say, for whatever reason, that an epic antimagic field continuously walled in a party. Then a dungeon crawl would be more than possible. The place where the GAME of dnd comes into its own, combat, is what needs to be balanced, and from what i've seen, the ELH provides that is spades, regardless of how bland EPIC WEAPON FOCUS might seem to some. The feat is not there to be stare, at, but to be played. Its ironic that all these rp titans that complain about the lack of narrative flourish in this the ELH and dnd in general are precicly those who tend to metagame the rules to the greatest degree. Much like the debates over FR's spellfire, the GAME and its fundemental are being lost to those who rant and rave, often disingenuously, and probably for status. That or they simply want their view of how a game should be played reinforced in the book adnauseum. It is the fact that dnd and Wizards has decided to appeal to that facet of the game that everyone needs, i.e. the mechanics, which largly explains its success.... jeez..... [/QUOTE]
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