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<blockquote data-quote="Matthias" data-source="post: 5890384" data-attributes="member: 3625"><p>"Epicness" can exist in two different forms: increased power and increased versatility. The former means "whatever you can do, you can do better" and the latter means "you can do other things besides what you can do".</p><p></p><p>Increased versatility is simpler to implement, IMO. Rather than try to think of new and better stuff for a character to do which tops the best their class(es) can already do, we already have rules we can use which are designed to work together. Solution number one for this is multiclassing--it may blur "party roles" to encourage it but features from different classes can synergize together, not to mention the usual stuff that stacks--BAB, save bonuses, etc.</p><p></p><p>Additionally, transforming characters into quasi-deities has its appeal, but the journey to Real Ultimate Power is a thousand times more interesting than reaching the destination.</p><p></p><p>As GM, I implicitly cap character levels at 60th (and it takes more than just earning XP to get past 20th and 40th) and I would prefer not to inflate any core or base class beyond 20th. I do like the 36-level cap, however.</p><p></p><p></p><p>For a campaign explicitly meant to advance beyond 20th level, I might consider mandating multiclassing above a certain character level, such as 12th or 18th...at every 12th or 18th character level, a new class needs to be picked up. A character can add a class sooner than this, but IMO either of these would make more sense than "I maxed out at 20th level, so I guess it's time to start learning something else".</p><p></p><p>This is supposed to represent people often picking up new information not normally related to their preferred line of work (fighters dabbling in rogue, clerics dabbling in paladin, etc.) and there'd be no restriction on what classes can be combined (other than incompatible alignment restrictions). So if a player wants to multiclass Fighter/Ranger or Fighter/Barbarian I would be perfectly fine with that.</p></blockquote><p></p>
[QUOTE="Matthias, post: 5890384, member: 3625"] "Epicness" can exist in two different forms: increased power and increased versatility. The former means "whatever you can do, you can do better" and the latter means "you can do other things besides what you can do". Increased versatility is simpler to implement, IMO. Rather than try to think of new and better stuff for a character to do which tops the best their class(es) can already do, we already have rules we can use which are designed to work together. Solution number one for this is multiclassing--it may blur "party roles" to encourage it but features from different classes can synergize together, not to mention the usual stuff that stacks--BAB, save bonuses, etc. Additionally, transforming characters into quasi-deities has its appeal, but the journey to Real Ultimate Power is a thousand times more interesting than reaching the destination. As GM, I implicitly cap character levels at 60th (and it takes more than just earning XP to get past 20th and 40th) and I would prefer not to inflate any core or base class beyond 20th. I do like the 36-level cap, however. For a campaign explicitly meant to advance beyond 20th level, I might consider mandating multiclassing above a certain character level, such as 12th or 18th...at every 12th or 18th character level, a new class needs to be picked up. A character can add a class sooner than this, but IMO either of these would make more sense than "I maxed out at 20th level, so I guess it's time to start learning something else". This is supposed to represent people often picking up new information not normally related to their preferred line of work (fighters dabbling in rogue, clerics dabbling in paladin, etc.) and there'd be no restriction on what classes can be combined (other than incompatible alignment restrictions). So if a player wants to multiclass Fighter/Ranger or Fighter/Barbarian I would be perfectly fine with that. [/QUOTE]
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