charcoalninja
First Post
What I've done is take the wonderful example from E6 and applied that to create my epic tier.
This Epic 20 allows characters to gain a feat anytime they would normally have gained a level, or after a certain amount of exp. This doesn't mess around with the game's math and lets all of the epic monsters currently out there remain epic. I personally feel that a Balor should never be a joke, but a mighty opponent at every level of play.
The one thing I did include was some Archtype feats that allowed players to gain the class features of another class. The feats would improve BAB to a max of 20, grant spellcasting, sneak attack, what have you. It solves the problem of multiclassing and power scaling since you just base it off the character's level.
Gaining the spellcasting power of a 1st level wizard, but at a caster level of 20 is still a significant power boost in versitility. But you can decide how long you want people to continue. The longer you want the game to go in terms of getting feats the more involved you make it. For example I went with the long route, so each feat grants 2 levels of spellcasting, requiring 10 feats (and therefore levelups) in order to gain 20 levels of spellcasting.
Another feat would be converting HD, such as turning 5 HD into another.
Some other feats I thought of were assuming different types and monster abilities so that players could ascend and become unique angels/devils/demonlords what have you.
The concept works so well for making E6 engaging long term that I felt it was simply an elegant solution to the whole epic tier thing. All those feats and additional abilities would allow you to take on some pretty hefty challenges eventually.
This Epic 20 allows characters to gain a feat anytime they would normally have gained a level, or after a certain amount of exp. This doesn't mess around with the game's math and lets all of the epic monsters currently out there remain epic. I personally feel that a Balor should never be a joke, but a mighty opponent at every level of play.
The one thing I did include was some Archtype feats that allowed players to gain the class features of another class. The feats would improve BAB to a max of 20, grant spellcasting, sneak attack, what have you. It solves the problem of multiclassing and power scaling since you just base it off the character's level.
Gaining the spellcasting power of a 1st level wizard, but at a caster level of 20 is still a significant power boost in versitility. But you can decide how long you want people to continue. The longer you want the game to go in terms of getting feats the more involved you make it. For example I went with the long route, so each feat grants 2 levels of spellcasting, requiring 10 feats (and therefore levelups) in order to gain 20 levels of spellcasting.
Another feat would be converting HD, such as turning 5 HD into another.
Some other feats I thought of were assuming different types and monster abilities so that players could ascend and become unique angels/devils/demonlords what have you.
The concept works so well for making E6 engaging long term that I felt it was simply an elegant solution to the whole epic tier thing. All those feats and additional abilities would allow you to take on some pretty hefty challenges eventually.