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D&D 5E How do you think "Epic" play will work (if at all)?

I think what I'd like to see in an Epic product is both not-entirely level dependent, and not-entirely character-focused.

Rather, I'd like to see a treatment of mass combat, and governing properties...be they single strongholds or entire kingdoms or anything in between. Both in mechanical terms, and in fluffly roleplaying terms.

I mean, that could be in the DMG too, but something player friendly, maybe?

And yes, of course, there can be spiffs for characters, but as has been stated before, a level 20 character is kind of crazy in terms of stats and abilities. I like the idea that the game formalizes the transition that has always been hinted at, and often been incorporated unofficially, which is that as characters progress into the teens and upward, the challenge slowly shifts from just saving their own hides in a combat to being directly responsible for real estate and people in the campaign world.

And that could give focus to epic abilities too. Abilities that interact with mass combat, or with the governing rules...abilities to heal a nation, or split it asunder, or lock it in a spell that freezes time for a generation. A ranger or druid might summon an army of treants, or swallow one in a massive earthquake.

Big things. Epic things. And so on. Things that won't necessarily help you against Baalthazzor The Superdragon, but will DEFINITELY be nice to have when the Brotherhood of Racist Men whip their converts to attack your peace-loving half-elf commune!
 

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I liked 4e's view of epic. It was built right into the system, everything was scaled to it fromt he start, and it wasn't the strange tacked on mess that 3e epic was. Have the Gods be CR 25, and call it good.
 

I don't think we're on completely different sides, here, I just question the need for an additional ruleset.
It depends what "epic" is expected to cover.

If "epic" means "adventures that are meaningful at the campaign-world level" then you can have epic adventures at any level. That is an issue of scenario design, and therefore primarily of GM advice.

If "epic" means "adventures that challenge cosmogoical entities" like gods and demon princes, then how epic works is intimately related to the mechanical definition of those entities. 4e is a good example of this.

"Epic" can also mean a certain flavour of ability - eg return to play from death, dominate all your enemies, travel at will to other planes, etc. I think that 4e pretty successfully integated this notion of epic with the previous one. I think this might be trickier for 5e, because it takes a different and more class-focused approach to allocating abilities.
 

If I was going to create an epic levels system, I would create special "epic" classes. You would need to be level 20 to start taking levels in them. They would have no proficiency bonus, but would give you some very cool abilities. I'm not sure if I would have them grant additional feats or not.

Something like pathfinder's mythic system would be pretty cool as well.
 

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