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<blockquote data-quote="WizarDru" data-source="post: 762828" data-attributes="member: 151"><p>Some it might have, and some not. The issues with the rampant power levels would have been different. Players make sub-optimal choices on the way up the ladder, particularly as new options open up. Notice the dinkeldog (DM of Wulf Ratbane's story hour), myself and others allowed for an 'amnesty', where characters could get minor redesigns on their characters, now that they had learned what requirements might come from Epic levels. Getting a blank checkbook is also important, and different. Being able to buy a +5 Vorpal blade off the bat is far different from getting a +1 dagger, trading up to a +3 flaming longsword, and then finally raising enough cash for the final product. The same applies with magic item creation issues, and PC deaths. Feat acquisition is another issue. All of the metamagic issues you discovered would probalby be much different, if the players had to suffer two to three levels with cooperative spell, for example.</p><p></p><p>Prep time is another thing entirely. I think you imposed more work on yourself than possibly was necessary, but I agree it's a problem. However, it also sounds like possible unfamiliarity with the characters abilities might also have been a factor. If you're not as familiar with high level abilities (such as the limitations of wish, the range of meteor swarm, grappling with creatures of vastly different sizes, limbs and strength, PCs with ten different spell effects constantly active, and so forth), then you're going to have slow going until you master them.</p><p></p><p>Some things would be a problem regardless of how you got to epic, though, and need to be either house-rules or managed. The proliferation of save-or-die spells is a personal thing I don't much care for, and I'm looking at how to address it. Saves become an issue of automatic sucess or failure, with a 5% chance of a reversal. Skill checks become embarassing failures, or unbelievable successes. The polarization is a big issue with high-level play, and one I'm still trying to cope with.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 762828, member: 151"] Some it might have, and some not. The issues with the rampant power levels would have been different. Players make sub-optimal choices on the way up the ladder, particularly as new options open up. Notice the dinkeldog (DM of Wulf Ratbane's story hour), myself and others allowed for an 'amnesty', where characters could get minor redesigns on their characters, now that they had learned what requirements might come from Epic levels. Getting a blank checkbook is also important, and different. Being able to buy a +5 Vorpal blade off the bat is far different from getting a +1 dagger, trading up to a +3 flaming longsword, and then finally raising enough cash for the final product. The same applies with magic item creation issues, and PC deaths. Feat acquisition is another issue. All of the metamagic issues you discovered would probalby be much different, if the players had to suffer two to three levels with cooperative spell, for example. Prep time is another thing entirely. I think you imposed more work on yourself than possibly was necessary, but I agree it's a problem. However, it also sounds like possible unfamiliarity with the characters abilities might also have been a factor. If you're not as familiar with high level abilities (such as the limitations of wish, the range of meteor swarm, grappling with creatures of vastly different sizes, limbs and strength, PCs with ten different spell effects constantly active, and so forth), then you're going to have slow going until you master them. Some things would be a problem regardless of how you got to epic, though, and need to be either house-rules or managed. The proliferation of save-or-die spells is a personal thing I don't much care for, and I'm looking at how to address it. Saves become an issue of automatic sucess or failure, with a 5% chance of a reversal. Skill checks become embarassing failures, or unbelievable successes. The polarization is a big issue with high-level play, and one I'm still trying to cope with. [/QUOTE]
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