I Have 8 20th Level Characters -- Now What?

Upper_Krust said:
Hey S'mon! :)

I agree with you to a certain extent, one of my goals with the Immortals Handbook is to simplify epic gaming and I believe I have already solved most of the problems inherant at epic level without sacrificing 'player choice'.

Looking over the Epic Level Handbook and Deities & Demigods you would almost think they were designing it to be complicated. But a few minor tweaks in the right places really does free up a lot of the burdens to the extent that I think the game is certainly no more complex than core high-level play, and may even be simpler than that! ;)

Hi :) - sounds good, well, I wait in hope. :)
According to Dancey "complexity increases over time" was a specific goal in 3e development, but I think they got a bit carried away... You see it in sub-epic with many of the higher CR monsters, they have such a huge number of powers and immunities piled on that running them to full potential becomes ridiculously difficult. Often the designers themselves don't seem aware of all their powers - eg in 3.0 Adventure Path a GM pointed out to me that none of the dragons in the scenarios made use of the fact that per the MM dragons have access to _Clerical_ spells as well as Wiz/Sorc list - which makes a huge difference since a dragon that could Heal all its hp with 1 spell is vastly more powerful than a dragon with no healing.
 

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Upper_Krust said:
I agree with you to a certain extent, one of my goals with the Immortals Handbook is to simplify epic gaming and I believe I have already solved most of the problems inherant at epic level without sacrificing 'player choice'.

Looking over the Epic Level Handbook and Deities & Demigods you would almost think they were designing it to be complicated. But a few minor tweaks in the right places really does free up a lot of the burdens to the extent that I think the game is certainly no more complex than core high-level play, and may even be simpler than that! ;)
I suppose I missed this reference. What have you done to fix up the Epic System, and what do you see as it's primary problems? I'd like to know what I might be facing, having never done this before!

Aluvial
 

Hey S'mon! :)

S'mon said:
Hi :) - sounds good, well, I wait in hope. :)

:o

S'mon said:
According to Dancey "complexity increases over time" was a specific goal in 3e development, but I think they got a bit carried away...

I think one of the keys is to marginalise certain areas (such as skills) so as to free up room for expansion in other areas.

S'mon said:
You see it in sub-epic with many of the higher CR monsters, they have such a huge number of powers and immunities piled on that running them to full potential becomes ridiculously difficult.

What I have tried to do with the Bestiary is standardise generic power increases (such as damage reduction, energy resistance, fast healing/regeneration etc.) Then concentrate on 3 (or so) unique and/or interesting abilities.

S'mon said:
Often the designers themselves don't seem aware of all their powers - eg in 3.0 Adventure Path a GM pointed out to me that none of the dragons in the scenarios made use of the fact that per the MM dragons have access to _Clerical_ spells as well as Wiz/Sorc list - which makes a huge difference since a dragon that could Heal all its hp with 1 spell is vastly more powerful than a dragon with no healing.

Well they don't all have access to clerical spells and those that do are limited to 2 or 3 domains.
 

Hey Aluvial! :)

Aluvial said:
I suppose I missed this reference. What have you done to fix up the Epic System, and what do you see as it's primary problems? I'd like to know what I might be facing, having never done this before!

Well you can read my review of the Epic Level Handbook here:

http://www.immortalshandbook.com/review2.htm

As S'mon noted, 'complexity increases over time'. The main problem with epic gaming is that setting it up and running it can be more time consuming than lower level gaming. PCs and NPCs and monsters will have more feats, more spells, more magic items - generally more options, and that means more prep work for the DM (unless they are running published material). So you could say that epic gaming is not as DM (or game designer) friendly.

Yet while most of the design isn't great, the only 'broken' element is Challenge Ratings/Encounter Level.

My solution for this is published with Grim Tales, by Bad Axe Games.

Other areas we can change for the better include:

1.1. Spellcasting.

Spellcasting after 20th-level (and by that I mean using Improved Spell Capacity) is SO badly designed its ridiculous. Its not only a complete nightmare to have to work out, but it also makes lower level spells virtually redundant.

I posted my solution to this here:

http://www.immortalshandbook.com/freestuff9.htm

1.2. Epic Spellcasting.

For me, aspects of the design of epic spellcasting are @ss-backwards. The design forces you to create a spell you can't cast, and then, through mitigating factors whittle the spell down to a point where you can cast it. Its like WotC saying "We want you to count up to 500 and then count back down to 100."

Also the epic spells simply don't give a good bang for their buck. They are underpowered (compared to spells elevated through metamagic) and not worthy of the GP costs attached.

I'll have my solution for this in the Immortals Handbook: Grimoire.

2. Skills.

At epic levels, having to calculate skill points is a chore. Skills really take a back seat to feats, items and spells by this point. So in many ways they are an unnecessary chore as well.

My solution is to marginalise skills, initially by giving epic characters max. ranks in all known skills and subsequently giving them the opportunity to become omnicompetant (divine ability), so that they know all skills. A characters max skill ranks would be equal to its HD/Level + skill point modifier. This way, classes such as rogues still retain their advantage (multiclass uses primary class, or best if two or more classes are equal).

3. Feats.

Feats are one of the mainstays of 3rd Edition. But I think this is an area where DMs could use a leg up, so to speak, with lots of character examples.

Also, so that people never run out of feats, allow epic characters to choose Divine Abilities, by expending 5 feat slots provided they meet the prerequisites (this works better using my divine abilities rather than the Salient Divine Abilities in D&Dg which have a lot of unnecessary prereqs.).

4. Magic Items.

I have rules in which characters would carry a small number of 'artifacts' (likely only four), instead of dozens of magic items. These would then 'evolve' with the character (similar to Weapons of Legacy of a fashion). Obviously the artifacts would be 'pound for pound' (slightly) more powerful, and to some extent multi-faceted, though not ridiculously so (think along the lines of the Sword of Kas in the DMG as an example of something you might be carrying at around 30th-level).

5. Combat.

Some people are disenchanted with epic combat; either "its simply the same as low level combat but with bigger numbers - whats epic about that?", or "we are always hitting monster X or never hitting monster Y", or "fighters are weak at epic level, its all about the spellcasters!".

My solution for this is Metamartial Feats which are detailed in the Immortals Handbook Apotheosis. These will let you do the sort of epic combat actions from over the top wuxia movies and the more outrageous anime shows. They also add a flexibility to combat which alleviates problems of always hitting/never hitting and give epic martial characters a well needed kick in the pants.


I also have a lot more immortal-centric ideas that are technically not relevant for epic characters.
 

Thanks Krust. Good site. I like the review also; it took me a moment to get to it.

All of the help has been stellar; I'll post here after my session on Wednesday to update and add any additional problems that occur.

Aluvial
 

Hey Aluvial dudue! :)

Aluvial said:
Thanks Krust.

My pleasure mate! ;)

Aluvial said:
Good site.

I probably don't update as often as I should. :o

Aluvial said:
I like the review also; it took me a moment to get to it.

I like to think of my reviews as firm but fair.

Aluvial said:
All of the help has been stellar; I'll post here after my session on Wednesday to update and add any additional problems that occur.

I'm interested to hear how you get on.
 

Upper_Krust said:
Well they don't all have access to clerical spells and those that do are limited to 2 or 3 domains.

No, those that can cast them (which are all the more powerful dragons AFAICS) get all Cleric spells; eg Red Dragons "*Can also cast cleric spells & those from the Chaos, Evil & Fire domains as arcane spells" - 3.0 MM pg 68, NB an asterisk is missing in the stat block Caster Level - should be Caster Level*.

None of the Adventure Path reds get cleric spells allocated.
 

Hey S'mon! :)

S'mon said:
No, those that can cast them (which are all the more powerful dragons AFAICS) get all Cleric spells; eg Red Dragons "*Can also cast cleric spells & those from the Chaos, Evil & Fire domains as arcane spells" - 3.0 MM pg 68, NB an asterisk is missing in the stat block Caster Level - should be Caster Level*.

None of the Adventure Path reds get cleric spells allocated.

True enough, my mistake. :o
 


Session Reports!

I've had two sessions since the last time I was at this thread. The first, August 31st, the second last night. We generally play from 7:00 to 11:00.

Anyhow, the first session got off to a great start. I was refreshed from the ideas I got in this thread, and I set off to make an adventure that would accommodate the group. I began by starting them off on a mystery. The events of the story were completely linear, although the party did manage to get sidetracked twice. Essentially, someone gets killed in their presence, with that event being tied to their larger goal of finding out what is killing the Vesve (were in Greyhawk) in the Defiled Glades. Some undead basically kill the man and the party kills the undead. What are the undead doing here? How did they spawn? That type of thing. That event lets the party get involved just by virtue of them being there when the death occurs.

Then the go on a series of role-play encounters, each one leading them closer to the truth of what might be going on in the Vesve. There is a sage involved, giving them some clues to the whereabouts of another adventuring group that was seeking the same when the Glade first developed, so they went to seek him out. The game continues to the point where it leads them to a Cleric's old temple. The temple has been inhabited by other creatures who don't know that they hold the next clue. The party travels into the nearby mountains to this church and encounter a stone giant ambush... The party defeats 4 of the boulder throwers and when they move into the chapel, an old summoning occurs leaving the group to face off with a Greater/Elder Earth Elemental... The game ends.

I am completely satisfied by the results of the game session. Near the end, I had a few calls for, "let's just get to the heart of the Vesve and get it over with," but those were toned downed by the stone giant ambush. Now I know what you are saying, stone giants, hardly a challenge. You're right, but I'm using home-made encounter tables, and they group did get a tad banged up just tactically. I put this data in my head for later use. One ranged weapon out of nine.... hmmm.

Very good game, and I have a lot of fun.

Fast forward to next week's game preparation. I know that I'll be using larger giants for the encounter, so I start searching the books for something appropriate, something BIG! I come across the Mountain Giant from MMII. CR26. I have a few enormous giant miniatures, so I decide on a small family of the things. A Father, Mother, and Daughter. I even include a few slave minions, some more stone giants, fodder really. Ok, now I redesign the monsters and give them extra HP. Essentially, when the game calls for a d8, my creatures get 6.5 on the die, with a d10, I use all 8's, and on a d12, I use all 10's (plus all relevant Con mods). That's just the way it goes with my group. I have to bump things up a bit. This leaves me with three CR 26's, we'll see what happens.

Start of the game session. Two of my players are late, 7:30 and one doesn't show. I'm running the party mage (19th level) and one of the late players has a new henchman so we are a little bogged down trying to start the game. I have the summoning trap combat, and the party is a little split up when they were dealing with the giants from last session. By the time the group is organized together, the elemental is dispatched in about 20 minutes. By then the two late guys show up (car trouble).

This brings me to one of my frustrations with my group dynamic. I decide that the Mountain Giant Lair will be in a cave nearby the Church, and that the Giant Family will have watched the proceedings with some of their stone giant slaves. Since I've built this cave with multiple levels, mostly up, I use the ol' Indy trap and the rolling boulder. The Giant family leaves the cave opening and moves up into their dwelling, the group must enter the cave, and then face off against the boulders that the giants will roll down the tunnel! Squash! Well, of course I know that the group will use dimension door, teleport, and other things to bypass the rolling boulders, but I didn't realize how hard it would be to get them organized to bypass the boulder.

Let me explain. Essentially, I get the party to split up, one fast group charging up the tunnel, the others coming up more cautiously. The two groups can communicate with the help of a psi-crystal (I still need to look that up) and so the lead group can tell the lower group when a boulder is coming. Still, you would think that I might get one of them, so we proceed with the "trap." The top group is able to Dimension Door past the boulder when they see it, and the bottom group uses Stone Shape to carve a niche out of the wall to hide in to let the boulder pass. But that doesn't stop the guy with the Wall of Force rod from erecting a wall to completely block the passage. The boulder hits the wall and stops. So now, I've got one group up top Dimension Dooring past boulders, the other group stuck behind the wall. The rod user then drops the wall and lets the first boulder roll by slowly, the second boulder quickly. But now the bottom group is stuck; they only have the one use of the Stone Shape, one niche for the rest of the group to hide in, and according to the upper group, two more boulders (that they've avoided) are coming down. The bottom group then starts this desperate debate about how hopeless their situation is, despite the fact that they also have Dimension Door, Levitate Boots, Fly potions and items, Teleports and the like to get past the rocks! This whole thing takes up another hour and half. It's now 9:00.

There is my first problem, the logistics of putting 9 characters + one Large Animal Companion (Dire Tiger) + hawk + a familiar monkey all in the right positions at the right time (using miniatures to help) all the while them making something that I perceive as an easy obstacle, a logistical nightmare.

Moving on... Then come the encounter with the Giant Family. I split the players, forcing the upper group into another room. I'm ready to go, I have all of the stats on my cheat sheet, I have initiative rolled, the top group makes it up, and is about to get pummeled, when... they use an extradimensional space to hide in... The other group is 20 rounds of tunnel back. So I continue to sequester the upper group and since they have a rough idea about how long the other group will take to arrive, I tell them that I will be back in 20 rounds, it shouldn't take long, the other group is essentially moving.

Back to the main table, I tell the other group that the boulders have stopped and they decide to beat feet up the tunnel to find their fellows. The psi-crystal has lost touch with them. They move up to the top, and find an empty cave (I have the giants positioned for further ambush in the back of the upper complex). So, I go and get the other group (the upper) and find that the druid there wants to summon some elementals. 12 Huge Elementals to be exact. I mention that I don't think that you can summon to an extradimensional space, but I relent when I hear, "why not?" The upper group springs out of the space with the 12 15'X15' elementals and the group is back together. I bring the other players in.

The druid sets her elementals to run through the upper complex, and the Giant Family springs from their, ummm, hiding spots (rooms), and the battle is on. Except, and here is my other frustration of the evening, and my major frustration, the PC group is now 21 vs. my 3 Giants and 6 stone giant slaves. All of these take up huge amounts of room, and now my Giants are essentially pinned in the rooms that they were going to spring from because the elementals are in the way. The Giants have trample though, and I start by picking up elementals and throwing them through a large window on the upper level to fall to the valley below (and on top of the Church!). The group starts their attack, and the whole thing basically bogs down to a crawl...

Why? Because I play the mage. Because there are 30 figures on the board. Because one of my players bitches that I didn't give him enough time to make up his mind. Because one of my players can't figure out that you get ONE move action and ONE standard action, after years of play. Because, I'm frustrated and stressed behind the screen...

The end of the session comes, the battle is but a third over, which took two hours, which means that if the pacing continues the same, the battle will take up the bulk of the following session. I don't think that the battles should take up the whole session, or even half of it. But with the characters so high level, with the proper opponents having hundreds of HP's, it just seems to take forever, and still doesn't seem to challenge the group. 3 CR 26 creatures is NO MATCH for 8 20th level characters. I may have to bring out some reserve giants to finish this obstacle, or allow the giants to parlay with the group to stop the conflict and move on with the story...

Essentially, I have two sessions, one role-play that I had fun with, and one combat, that my group had fun with. They love the power. It's gone completely to their heads, they think themselves invincible. And so far they are. If I pull the Big Bad Ass out of the bag to throw at them, they are very likely to end up with some dead characters... I've threatened that they continue, they will likely face something that they can't beat. Do I start looking at the CR 30+ to give them a challenge?

Anyhow, here are my two session reports. Thanks if you stayed with my rambling the whole way. I hope for better for next week. Eventually, I have the story continuing linearly to the heart of the Vesve, and to the minions of the Imprisoned God, seeking to break their deity from his eternal shackle. In my game, his essence is leaking from the prison and is what is killing the forest. This is the same nemesis they faced off against in their first adventures, RttToEE.

I realize that I've not expressed my frustrations very well here, I hope that anyone who has read this thread might have some advice on how to end this DMing nightmare. At least some advice to make the game fun for all of us, me for story, them for combat.

Aluvial
 

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