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<blockquote data-quote="jmucchiello" data-source="post: 3077826" data-attributes="member: 813"><p>Are you guys going to write this up for sale? </p><p>I'll go you one better. Use ISC and just create your own 10+ level spells. Dump the seeds, dump the factors. D&D has survived for 30+ years without having a balanced spell system. Why bother trying to manufacture one when it will never satisfy everyone?</p><p></p><p>I'm in the middle of writing a PDF called Alternative Epic Spellcasting and it is based on there existing 10+ level spells. I have over 30 spells (none of them based on the ELH spells). In the system there is a minimum level requirement to put an xth level spell into an x level spell slot so degenerate builds allowing (for example) 5 ISC feats before level 25 still cannot cast 14th level spells immediately. The formula is spell level * 4 - 20. So no one below 36th level can cast a 14th level spell. </p><p></p><p>With that control in place, you can take a spell effect and give it a proper level by answering the question "At what spellcaster level is this spell balanced against other spells?" Thus, when I need to pick monsters for the inevitable Monster Summoning XIV. I know the monsters on the list should be appropriate for 36th level play.</p><p></p><p>Other things that I think make it more D&Dish than the current system:</p><p></p><p>The spells improve with caster level. Close range at 36th level is 115 feet. The fact that the existing epic system cuts it off at 75 was always a little annoying to me. You can create xd6 spells that a worth casting at 30th level and at 50th level.</p><p></p><p>Metamagic feats still work. More importantly, investment in metamagic feats remains viable.</p><p></p><p>A spell that grants +10 or more to an ability score become less likely to off-balance the game since you would not allow such a spell to be below around 13th level (requiring a 32nd level spell caster) and, like the 2nd level animal spells, the duration would be much shorter. Enhancers in the +40 range become obviously broken based on the magic items.</p><p></p><p>Food for thought.</p><p></p><p>BTW, the fix you need for saving throws, BAB etc, is the same fix the whole system needs for saving throws. Monsters in the ELH have wicked high saves and their abilities have high save DCs except for their spell like abilities. There is a simple explanation for this: DCs for spells is bunged up. It works from 1-15 level. Beyond that, spells become too easy to save against. I posted about it on my <a href="http://www.throwingdice.com/article.php?story=20060920235952254" target="_blank">(cobweb infested) website</a>. The short version of that article is to use 10 + spellcast level / 2 + ability mod for spells just like the rest of the system. The hole in this theory is that low level spells become more deadly at high levels. The article above has more depth.</p></blockquote><p></p>
[QUOTE="jmucchiello, post: 3077826, member: 813"] Are you guys going to write this up for sale? I'll go you one better. Use ISC and just create your own 10+ level spells. Dump the seeds, dump the factors. D&D has survived for 30+ years without having a balanced spell system. Why bother trying to manufacture one when it will never satisfy everyone? I'm in the middle of writing a PDF called Alternative Epic Spellcasting and it is based on there existing 10+ level spells. I have over 30 spells (none of them based on the ELH spells). In the system there is a minimum level requirement to put an xth level spell into an x level spell slot so degenerate builds allowing (for example) 5 ISC feats before level 25 still cannot cast 14th level spells immediately. The formula is spell level * 4 - 20. So no one below 36th level can cast a 14th level spell. With that control in place, you can take a spell effect and give it a proper level by answering the question "At what spellcaster level is this spell balanced against other spells?" Thus, when I need to pick monsters for the inevitable Monster Summoning XIV. I know the monsters on the list should be appropriate for 36th level play. Other things that I think make it more D&Dish than the current system: The spells improve with caster level. Close range at 36th level is 115 feet. The fact that the existing epic system cuts it off at 75 was always a little annoying to me. You can create xd6 spells that a worth casting at 30th level and at 50th level. Metamagic feats still work. More importantly, investment in metamagic feats remains viable. A spell that grants +10 or more to an ability score become less likely to off-balance the game since you would not allow such a spell to be below around 13th level (requiring a 32nd level spell caster) and, like the 2nd level animal spells, the duration would be much shorter. Enhancers in the +40 range become obviously broken based on the magic items. Food for thought. BTW, the fix you need for saving throws, BAB etc, is the same fix the whole system needs for saving throws. Monsters in the ELH have wicked high saves and their abilities have high save DCs except for their spell like abilities. There is a simple explanation for this: DCs for spells is bunged up. It works from 1-15 level. Beyond that, spells become too easy to save against. I posted about it on my [URL=http://www.throwingdice.com/article.php?story=20060920235952254](cobweb infested) website[/url]. The short version of that article is to use 10 + spellcast level / 2 + ability mod for spells just like the rest of the system. The hole in this theory is that low level spells become more deadly at high levels. The article above has more depth. [/QUOTE]
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