INFINITE: Epic Modern

Kanegrundar said:
Can't let the dingo eat your baby! :) I did my part. While I haven't had a chance to really sink my teeth into it yet, it looks good.

Good man.

Shaman, a blanket would be great. Or ammo. Dingo rounds, if you have them.
 

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With Grim Tales?

With the pulp-oriented inspirations you've listed, I'm curious as to how this would affect a Grim Tales game. Would it work with GT's flavor, or go against it? Hmmm.... Based on whatever feedback I can get in these regards, it might be time to add another PDF to my Gift List for this year. ;)

Thanks, JPL,
Flynn
 


JPL said:
Remember, folks: I got a baby coming in two weeks, and it will be a cold, cold winter. Your purchase of INFINITE: Epic Modern will help buy food, blankets, and ammunition for my twin .45s to keep the dingos away from my baby.

Wait... The conjunction of dingos and babies can sell books?! Quick, someone give me three dingos and a baby! :uhoh:

Erm.

Well, more on-topic, I was wondering how you handled epic feats. My problems with the ELH's feats (well, my superficial problems, anyway) were two-fold. First, it always struck me how comparitively useless some feats were compared with others (compare, say, Legendary Rider and Legendary Wrestler, and the feat that doubles your range of low-light vision at least has no business being epic...). Second, and more pressingly, the epic feats' unnecessarily high prerequisties tended to screw over multiclass characters something fierce. Given that multiclassing is so central to D20 Modern, I'm wondering how you dealt with this. I don't need a talent all the way up the Tough tree to get any useful Tough-worthy epic feats, do I?
 

Whisperfoot said:
Overall I'm interested, and the price point is good, but I would be a bit more interested if I knew the page count, had the table of contents, and could see a brief overview discussing the features. Right now I get what the concept is, but aside from the very basics, I don't know what to expect from the book.

All EN Publishing products are sold at the EN World GameStore - which gives you nearly all of that automatically if you look at the product page. Here's the page for this particular product, with the preview pages:

http://www.enworld.org/shop/index.php?do=product&productid=597

In addition, of course, as people buy it, the product gets rated and reviews appear on the page itself, giving you even more information. In short, we give you as much information about a products as we can without actually giving the product away - this applies to all products at the store, not just ENP products.
 

Flynn said:
With the pulp-oriented inspirations you've listed, I'm curious as to how this would affect a Grim Tales game. Would it work with GT's flavor, or go against it? Hmmm.... Based on whatever feedback I can get in these regards, it might be time to add another PDF to my Gift List for this year. ;)

Thanks, JPL,
Flynn

I haven't played Grim Tales, but my understanding is that it's set up for low-magic pulp campaigns, which is what INFINITE is aiming for, too.

Mechanically, I used the Epic SRD as a starting point. In general, I tried to loosen up some of the complicated prereqs for feats and classes --- in my view, if you've made it to 21st level, that's the mother of all prereqs already.

In terms of setting...well, it's heavily influenced by Wold Newton [from the writings of Philip Jose Farmer, positing that the great heroes of pulp, detective, and adventure fiction all coexist in the same world], PJF's Caliban/Grandrith novels [which add the further wrinkle of a secret coven of immortals ruling the world] and Planetary [for the idea that the world of the fantastic --- pulp heroes, mystery men, ancient conspiracies --- all happens in the shadows, either intentionally suppressed or simply disbelieved by the world at large].

I think this works as a standalone, especially for guys like me with a taste for the aforementioned source material...but I tried to set it up so that you can introduce the rules or the setting or both into other campaigns. The "secret war" aspect of the setting facilitates this. The epic characters have always been around --- it's just that until the PCs get up around 20th level, they don't merit much attention from the Hidden Masters, and Prometheus [the good guys of the setting] is busy enough without messing around with some 15th level newbie, and the PCs are too busy taking out various criminal masterminds to consider that this mastermind might really be someone else's lowly henchman.
 

I got a review copy (which I'll be reviewing once it gets added to the database here), and I can say that I was very impressed with the product overall. The ideas presented were great, especially things like the Immortal prestige class, and the Chosen template. Seriously, no matter what kind of game you're running with d20 Modern, if it's going epic, you'll be well-served to have a copy of Infinite on hand.

It'd be nice if the Chosen template had a CR listing though. Also, it should have had it's LA increase tagged as "LA" and not "ECL".
 

Kelleris said:
Well, more on-topic, I was wondering how you handled epic feats. My problems with the ELH's feats (well, my superficial problems, anyway) were two-fold. First, it always struck me how comparitively useless some feats were compared with others (compare, say, Legendary Rider and Legendary Wrestler, and the feat that doubles your range of low-light vision at least has no business being epic...). Second, and more pressingly, the epic feats' unnecessarily high prerequisties tended to screw over multiclass characters something fierce. Given that multiclassing is so central to D20 Modern, I'm wondering how you dealt with this. I don't need a talent all the way up the Tough tree to get any useful Tough-worthy epic feats, do I?

Well, I tried to make all the new feats relatively close in power...and as I metioned in my last post, I wanted easy access to feats and prestige classes. Although there are some feats tailored for specific advanced classes, that was just a way to let the PC continue to develop the set of abilities associated with that particular advanced class, even after they've taken all ten levels. Epic talents are the same, although in some instances I've just extended an existing talent tree [like Melee Smash] while others have simpler prereqs.
 



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