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<blockquote data-quote="Greybar" data-source="post: 3068786" data-attributes="member: 4938"><p>Re: Vow of Poverty</p><p></p><p>There was an arena game I played in on RPOL called Exodus that was for CR25 combatants. The lead people there had rewritten Vow of Poverty based on the playtest experience that it was underpowered (especially for melee types) when compared to optimized CR25 opponents. I can't reach <a href="http://www.rpol.net" target="_blank">www.rpol.net</a>, so the site may be dead, but I have some of the materials on another computer. I had enjoyed playing a monk/sacredfist/kensai with vow of poverty, for instance.</p><p></p><p>Re: Gear and high levels</p><p>I don't want to stray too much from the focus of this thread (epic spells), and so I'd like to confine the idea to the limiting attributes (and thus spell buffs). However, I think using a system like Upper Krust's we can covert the special effects of gear that might be seen as necessary into feat-equivalents (0.2 KR each), and then remove the wealth (0.2 KR/level) thus creating a 1 feat/level of "intrinsic gear points" that would be simpler to account for than mega-gold-pieces. Ideally (to me) this would mechanically state how you get your attack to be +10 to hit with +10d6 fire damage. The flavor that it is a sword or a burning fist or elementally manifested extension of your will becomes irrelevant. Think of how superhero games like Champions or Mutants and Masterminds do it, and I think you'll see my idea of epic characters. At level 50, why shouldn't your fighter start to seem like Superman?</p><p></p><p>Re: my mechanism from earlier.</p><p>I think that the curve I want for the enhancement bonus is the square root of KR + attribute. At level 20 someone with a 16 attribute can still get a +6 enhancement layered on (over +33%), but at level 50 someone with a (20+(50*2)/5)=40 attribute only gets a +9 enhancement (less than +25%). I'd make it steeper if I could keep it simple, and true at lower levels.</p></blockquote><p></p>
[QUOTE="Greybar, post: 3068786, member: 4938"] Re: Vow of Poverty There was an arena game I played in on RPOL called Exodus that was for CR25 combatants. The lead people there had rewritten Vow of Poverty based on the playtest experience that it was underpowered (especially for melee types) when compared to optimized CR25 opponents. I can't reach [url]www.rpol.net[/url], so the site may be dead, but I have some of the materials on another computer. I had enjoyed playing a monk/sacredfist/kensai with vow of poverty, for instance. Re: Gear and high levels I don't want to stray too much from the focus of this thread (epic spells), and so I'd like to confine the idea to the limiting attributes (and thus spell buffs). However, I think using a system like Upper Krust's we can covert the special effects of gear that might be seen as necessary into feat-equivalents (0.2 KR each), and then remove the wealth (0.2 KR/level) thus creating a 1 feat/level of "intrinsic gear points" that would be simpler to account for than mega-gold-pieces. Ideally (to me) this would mechanically state how you get your attack to be +10 to hit with +10d6 fire damage. The flavor that it is a sword or a burning fist or elementally manifested extension of your will becomes irrelevant. Think of how superhero games like Champions or Mutants and Masterminds do it, and I think you'll see my idea of epic characters. At level 50, why shouldn't your fighter start to seem like Superman? Re: my mechanism from earlier. I think that the curve I want for the enhancement bonus is the square root of KR + attribute. At level 20 someone with a 16 attribute can still get a +6 enhancement layered on (over +33%), but at level 50 someone with a (20+(50*2)/5)=40 attribute only gets a +9 enhancement (less than +25%). I'd make it steeper if I could keep it simple, and true at lower levels. [/QUOTE]
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