Immortals Handbook - Epic Bestiary (Epic Monster Discussion)

Not sure what you mean?
From my own experience, I think I can safely guess he's referring to equipment. If you're making a character above, say, 6th level, and you want him to not be totally irrelevant in any situation involving the dice, you need to go through and spend thousands or millions of gp, keeping a close eye on the bottom line and bonus-to-cost ratio at all times. The higher level you go, the more important items become, and the greater percentage of your gear is custom-made.

However, with your rules, it's just four artifacts that fit the character, and a few non-Epic stuff to shore up the weak points a bit. Simple, and much more fun.
 

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Hello!

U_K, I pre-ordered the print Bestiary. I'm looking forward to it.

From my own experience, I think I can safely guess he's referring to equipment.

Indeed that's a major factor.

However, with your rules, it's just four artifacts that fit the character, and a few non-Epic stuff to shore up the weak points a bit. Simple, and much more fun.

I agree and am finding, counter to intuition, that several of Ascension's features (Metamartial Feats, Divine Abilities) actually make it easier to DM a high level campaign by comparison to a mid-level campaign.

This is perhaps an unintended consequence that I think will result in a better gaming experience for people.

It's official Historian rules.

Dare to dream . . . ;)
 


Phantom Llama said:
Obvious progression: imaginary and complex dimensions.
This seems the obvious method of reaching the Ultrals who lie beyond the Akashic Records, don't you think? The Cosmic EGG, by contrast, would likely be beyond even these categories of dimension.
 

Considering how difficult it is for the Supreme Being to make (meaningful) contact with the Ultrals - to say nothing of the Cosmic EGG- I'd say it's a lot harder than that.
 

Hey WarDragon dude! :)

WarDragon said:
From my own experience, I think I can safely guess he's referring to equipment. If you're making a character above, say, 6th level, and you want him to not be totally irrelevant in any situation involving the dice, you need to go through and spend thousands or millions of gp, keeping a close eye on the bottom line and bonus-to-cost ratio at all times. The higher level you go, the more important items become, and the greater percentage of your gear is custom-made.

However, with your rules, it's just four artifacts that fit the character, and a few non-Epic stuff to shore up the weak points a bit. Simple, and much more fun.

well if you look at any mythology, fantasy literature or fantasy film, no characters have more than a few magic items at best. Its just an unnecessary complication in D&D that really leads to sloppy tactical play.
 

historian said:

Howdy historian mate! :D

historian said:
U_K, I pre-ordered the print Bestiary. I'm looking forward to it.

Hey thanks so much! :)

historian said:
Indeed that's a major factor.

I agree and am finding, counter to intuition, that several of Ascension's features (Metamartial Feats, Divine Abilities) actually make it easier to DM a high level campaign by comparison to a mid-level campaign.

This is perhaps an unintended consequence that I think will result in a better gaming experience for people.

I do still wonder have I simplified it enough. I suppose time will tell.

1. Omnicompetence/Maven ~ simplifies Skills
2. Metamartial Maneouvers ~ simplifies Combat
3. Automatic Metamartial Capacity ~ simplifies Magic

What maybe I should have done...

A. Abandon epic feats @ 40th-level onwards and just forced divine abilities on people (one Divine Ability per 20 levels base, extra depending on class level bonus feats).
B. Removed Iterative attacks altogether (qv. Metamartial Maneouvers).

Any other potential ideas?
 

I dunno about larger rule shifts, but I'd like to see bigger creatures get more than a '5 ft step', maybe 1/5th their base movement, rounded to the nearest 5 ft?

I'd also like to see a metamartial that enables creatures to do the same thing: sacrifice BAB for a bigger 'step'.

Uncanny Power Attack really changed the way melee-types attack and damage, since by virtue of that feat, the better one hits, the harder they damage, making AC a form of tertiary DR. If that were standardized, combat would look a lot like Savage Worlds (hits and raises) and absolve a few rules into one catch-all: the higher you hit over the AC, the more damage you deal.
 

More likely 1/6th as humans get 1/6th.

As for forcing divine abilities on people...you might as well scrap their characters and individual goals altogether if ur gonna do that. I like playing characters that have hundreds of options available to them.

Example...Fighter with a plethora of useful feats as opposed to a Fighter with a few feats that might be useful, though only in certain circumstances and a handful of divine abilities that only help in certain circumstances.

I prefer utilitarian characters and if my DM ever took away flexibility like that in favor of raw power, Id just find a different gaming group and say **** that ****. Fortunately my DM doesn't put such silly limitations on characters.

Some of my group like uber powerful abilities (divine) and some of us like finesse (utilitarian feats). So were pretty varied.

I would never purchase a roleplaying product if it put such strictures on people, and I sure a lot of other people feel the same way. Some of us, LIKE our feats.
 
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