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<blockquote data-quote="Upper_Krust" data-source="post: 3354414" data-attributes="member: 326"><p>Hi James! <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><p></p><p></p><p></p><p>Which is exactly what I have done, or at least tried to do.</p><p></p><p>In my epic rules you don't get anymore spells (Ability Score increases aside that is) but the spells you already have get more powerful...thanks to Automatic Metamagic Capacity. </p><p></p><p><a href="http://www.immortalshandbook.com/freestuff9.htm" target="_blank">http://www.immortalshandbook.com/freestuff9.htm</a></p><p></p><p>Characters can only use a maximum of four artifacts/epic items at a time, so players won't have a big laundry list of magic items, which is again more consistent with mythology anyway. These items are extensions of individuals and scale with the power of the character (much like weapons of legacy), so you also remove the silliness of 'epic wealth'.</p><p></p><p>Instead of taking six feats you can take one divine ability (mortals must quest to gain one of these). So instead of a 60th-level character possessing 50 feats they might have 7 divine abilities and 8 feats...and there are also cosmic abilities worth 36 feats for those who get that high level.</p><p></p><p>With the new Challenge Rating/Encounter Level system the threat range opens up to encompass anything from one quarter (cannon-fodder) to double (near suicide) the average party level...although the sweet spot is between 50% to 150% (rather than 25% to 200%). So when your party averages 42nd-level you are no longer limited to a CR spread of 34-50. So DMs have a lot more freedom.</p><p></p><p>Ther introduction of virtual size categories means that bonuses to damage do not eclipse die rolling altogether. </p><p></p><p>Other minor changes to skills and so forth but you get the basic philosophy, more power doesn't have to mean more complexity. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 3354414, member: 326"] Hi James! :) Which is exactly what I have done, or at least tried to do. In my epic rules you don't get anymore spells (Ability Score increases aside that is) but the spells you already have get more powerful...thanks to Automatic Metamagic Capacity. [url]http://www.immortalshandbook.com/freestuff9.htm[/url] Characters can only use a maximum of four artifacts/epic items at a time, so players won't have a big laundry list of magic items, which is again more consistent with mythology anyway. These items are extensions of individuals and scale with the power of the character (much like weapons of legacy), so you also remove the silliness of 'epic wealth'. Instead of taking six feats you can take one divine ability (mortals must quest to gain one of these). So instead of a 60th-level character possessing 50 feats they might have 7 divine abilities and 8 feats...and there are also cosmic abilities worth 36 feats for those who get that high level. With the new Challenge Rating/Encounter Level system the threat range opens up to encompass anything from one quarter (cannon-fodder) to double (near suicide) the average party level...although the sweet spot is between 50% to 150% (rather than 25% to 200%). So when your party averages 42nd-level you are no longer limited to a CR spread of 34-50. So DMs have a lot more freedom. Ther introduction of virtual size categories means that bonuses to damage do not eclipse die rolling altogether. Other minor changes to skills and so forth but you get the basic philosophy, more power doesn't have to mean more complexity. ;) [/QUOTE]
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