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*Dungeons & Dragons
Epic Levels; D&D's Other Beast
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<blockquote data-quote="JamesonCourage" data-source="post: 6125672" data-attributes="member: 6668292"><p>I did this in my 3.5 campaign. Each god sponsored a mortal, and there was a tournament (half martial contestants in their own tournament, half magical contestants in their own tournament, and one god sitting out). There were 16 contestants (4 players, 12 NPCs), and thus 3 rounds of matches in each tournament.</p><p></p><p>Each match was done through an Astral Projection artifact (after the match, you weren't missing any spell slots, either). If you won your second match, you got a <em>Wish</em> for free before entering the third round. If you won the third round, you broke that mortal barrier (epic level), and the god who sponsored you gained more influence for the next year.</p><p></p><p>None of my players won in their division, and thus none advanced. However, they got the alternate route: go and kill one Great Wyrm Dragon of each color of either Good or Evil (their gods got to choose). So, they went out and killed one Great Wyrm evil dragon of each color (didn't get to keep most of their stuff due to the rules), and this let them advance past the mortal tier. Even then, they found that they could only transcend being a mortal off of the Material Plane, or only in a smallish space on the Material Plane (the king PC chose his castle, as did his archmage [another PC], while the Cleric of Pelor chose his church).</p><p></p><p>I found this to engage the players very well, and I'm certainly glad I did this over "you hit level 21" with little explanation as to why they experienced such a big jump. So, yes, I agree with you on this, even if it's different from campaign to campaign. In general, I think having to bypass the bump in some way might help most campaigns (obviously not all of them). As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 6125672, member: 6668292"] I did this in my 3.5 campaign. Each god sponsored a mortal, and there was a tournament (half martial contestants in their own tournament, half magical contestants in their own tournament, and one god sitting out). There were 16 contestants (4 players, 12 NPCs), and thus 3 rounds of matches in each tournament. Each match was done through an Astral Projection artifact (after the match, you weren't missing any spell slots, either). If you won your second match, you got a [I]Wish[/I] for free before entering the third round. If you won the third round, you broke that mortal barrier (epic level), and the god who sponsored you gained more influence for the next year. None of my players won in their division, and thus none advanced. However, they got the alternate route: go and kill one Great Wyrm Dragon of each color of either Good or Evil (their gods got to choose). So, they went out and killed one Great Wyrm evil dragon of each color (didn't get to keep most of their stuff due to the rules), and this let them advance past the mortal tier. Even then, they found that they could only transcend being a mortal off of the Material Plane, or only in a smallish space on the Material Plane (the king PC chose his castle, as did his archmage [another PC], while the Cleric of Pelor chose his church). I found this to engage the players very well, and I'm certainly glad I did this over "you hit level 21" with little explanation as to why they experienced such a big jump. So, yes, I agree with you on this, even if it's different from campaign to campaign. In general, I think having to bypass the bump in some way might help most campaigns (obviously not all of them). As always, play what you like :) [/QUOTE]
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