Upper_Krust
Legend
Re: How do you handle...
Hi Tywyll mate!
Thast okay, fire away!
I'll have the website sorted before the end off this month, so that should help people get the picture.
Specialisation is always a double edged sword.
Characters (even deities) that are overtly strong in one area will be weak in others.
With regards Melee; BAB scales faster than AC; however damage scales slower than Hit Points.
So at low levels you are less likely to hit but proportionally deal more damage when you do hit. At epic levels you will likely hit all the time* but proportionally the damage you will deal is much less.
*Unless your opponent has specialised in shoring up its defense.
So in that respect combat is still balanced.
Saving Throws are another matter however. When we ran our Immortal campaign using 1st Edition rules the saving throws generally maxed out at a fixed base save '2'. Meaning you only ever failed on a natural '1'. This introduced a sort of 'Russian Roulette' excitement to the game which was admittedly nerve-wracking on occasion.
This meant information was vital, as a deity you always tried to manipulate the situation to your advantage and your opponents disadvantage.
However, now its actually possible to increase DCs to a point where even gods may only succeed on a natural '20'!
There are a number of ways this is counteracted.
Firstly, mechanics. I have made a number of minor changes to epic spellcasting; salient divine abilities and epic feats so as to curtail DCs while at the same time still allowing them to be increased.
Secondly, campaigning. Deities or powerful epic characters who overtly specialise in one area will of course gain a reputation. So opponents will generally know their opponents strengths and can take measures accordingly.
eg. Thor has a reputation as a heavy hitter, clearly unless you are confident of your own abilities or have some advantage he doesn't know about, it would be poor tactics to engage him in melee.
Also its very tricky to permanently kill a deity so while you might defeat (cause to retreat from the field) a deity or even destroy its manifestation that probably won't be the last you see of it.
...and of course if you do happen to permanently destroy a deity I'm sure its Pantheon will be quick to redress such an afront.
Combat is still balanced.
Saving Throws, see above.
Hi Tywyll mate!

Tywyll said:Here is my question about the Immortal Guidebook, and I admit that this might have been answered somewhere else, but with 30+ pages of posts, I will never find it.![]()
Thast okay, fire away!
I'll have the website sorted before the end off this month, so that should help people get the picture.

Tywyll said:How do you deal with the disparity between characters and creatures modierfiers to hit and saves at extreme levels?
Specialisation is always a double edged sword.
Characters (even deities) that are overtly strong in one area will be weak in others.
Tywyll said:I have run some high level stuff, both epic and my normal year and a half campaign hitting the 15-18 area. The issue I found was the monsters and characters became extremely focused. This was because the random element, the d20, only had 20 potential results. So I had the issue where monsters either could never hit, but their special abilities might be useful, or in order to hit, no one could make the saves versus their special abilities. In a group we were playing around with recently (25th level) its almost impossible to find creatures that are challenging without completely hosing other characters in the group. Its almost all or nothing.
With regards Melee; BAB scales faster than AC; however damage scales slower than Hit Points.
So at low levels you are less likely to hit but proportionally deal more damage when you do hit. At epic levels you will likely hit all the time* but proportionally the damage you will deal is much less.
*Unless your opponent has specialised in shoring up its defense.
So in that respect combat is still balanced.
Saving Throws are another matter however. When we ran our Immortal campaign using 1st Edition rules the saving throws generally maxed out at a fixed base save '2'. Meaning you only ever failed on a natural '1'. This introduced a sort of 'Russian Roulette' excitement to the game which was admittedly nerve-wracking on occasion.
This meant information was vital, as a deity you always tried to manipulate the situation to your advantage and your opponents disadvantage.
However, now its actually possible to increase DCs to a point where even gods may only succeed on a natural '20'!
There are a number of ways this is counteracted.
Firstly, mechanics. I have made a number of minor changes to epic spellcasting; salient divine abilities and epic feats so as to curtail DCs while at the same time still allowing them to be increased.
Secondly, campaigning. Deities or powerful epic characters who overtly specialise in one area will of course gain a reputation. So opponents will generally know their opponents strengths and can take measures accordingly.
eg. Thor has a reputation as a heavy hitter, clearly unless you are confident of your own abilities or have some advantage he doesn't know about, it would be poor tactics to engage him in melee.
Also its very tricky to permanently kill a deity so while you might defeat (cause to retreat from the field) a deity or even destroy its manifestation that probably won't be the last you see of it.

...and of course if you do happen to permanently destroy a deity I'm sure its Pantheon will be quick to redress such an afront.

Tywyll said:How will your material handle what is, to me, a fundemental flaw of high level gaming?
Combat is still balanced.
Saving Throws, see above.