A'koss
Explorer
WizarDru, you're missing the point. You may argue the effectiveness of certain D&D magi-combo tactics & their inevitable countermeasures but you can't ignore the fact that it is the D&D style of high level play. It doesn't try to mirror any sort of cinematic flavor, it's D&D gaming and nothing else. If that works for your campaign, kudos for you, but it doesn't mirror the style that some of us want for our campaigns. The fact that most PCs use their immense wealth to procure new magical toys does not preclude the fact there is a ton of money out there. Enough that it a single high level adventure could wreak havok some small nation's economy. A single high level / epic level character literally walks around in gear valued in the hundreds of thousands to millions of gold pieces. I could go on, but you get the picture.Originally posted by WizarDru:
Which begs the question, what DO you think Epic Adventuring should be like?
I can tell you that several things don't work the way you expect. For example, the 'lots of money' clause only works when you build a character from scratch. As often as not, the players have significant upkeep, have been spending their loot the whole way up the chain, and turn most of it around to procure items to allow them to survive the threats they face. Things like the Improved Invisibility-Fly-Bombard tactics are less effective under 3.5, but were not nearly as effective at high levels as you might think, particularly against the high-CR opponents. The same applies with SBT tactics. As for the easy Resurrections...well, you and I have a differing defintion, most likely. My players have been ressurected several times...and I don't think any of them would have defined it as 'easy'. Never mind the requirements for said spells, which are often overlooked in the case of most high level spells.
Now as far as what Epic Adventuring should be like, of course we'll all have our own ideas, but I'm sure you'll find a lot of commonalities in the things we want and don't want to see. Personally, I'd like high level bouts to last longer (against appropriately challenging foes) to really give you a sense that the battle can shift, the tide can turn, and gives characters a chance to showcase a variety of tactics and strategies. That means lowering the general damage output considerably. I'd remove any Save or Die/Nerf spells, Teleportation, Spell-based Flight (flying mounts are the mode of travel for high level PCs), and most spells over 6th level. There would be no Save for None spells either, all magic would have at least some minor effect even if a Save was made. Magic Items would be far less common and each would be unique and treasured. Vancian magic would be dumped for something more flexible and fun. Classes would not be so magic item dependent and re-geared to be more flexible in mirroring different cinemtatic styles (the armorless characters, weapon styles, etc). You could flesh out class-specific feats (like d20 Modern Talents) for that. Class-based AC bonuses would be in, no class has fewer than d6 HD and some of the high level disparities would be compressed to make it easier to design high level adventures around (Saves, HPs, BAB, ACs).
I would seriously curb the number of different powers an individual high level monster could possess. Some beasts (and NPCs for that matter) are such stat abominations that you have to sit and plan well in advance just to wrap your brain around what they are capable of doing, especially when they possess intellect and wisdom far exceeding your own. The more time spent on stuff like this means less time developing the campaign.
A'koss.
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