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Is the ELH a complete train wreck?
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<blockquote data-quote="kigmatzomat" data-source="post: 1720936" data-attributes="member: 9254"><p>I've ran several the ELH at several different levels in one-shots. The thing about it is that it has a series of plateaus that are not evident. Non-epic does the same every other level (figher feats, rogue sneak attack, caster spells, etc), but the ELH does it every 5-10 levels. CRs for non-standard groups get difficult to calculate because you might be on the high or low side of the plateaus. </p><p></p><p>Magic is a little wonky in ELH-land. Not bad, per se, but not great. Until about level 30+, epic spells are worthless compared to epic metamagic feats and epic spell slots. Targets saves increase while save DCs freeze. After a certain point, everything makes every save except on a 2, and SR becomes maddeningly common. Expect lots of save-or-die spells and a core group of no-SR spells to be the foundation of all casters. </p><p>(I was fond of <strong>item'ed</strong> adamantite boulders that were hurled using <strong>telekinesis</strong> or dropped on things and Gate can bring in some meaty allies, at least in 3.0.)</p><p></p><p>At level 17 the mage tended to end the fights with awe-inspiring blasts while the fighter was just there to slow the opponents down, the level 27 mage is there to harry the foes enough to negate fast heal/regen as the fighter deals mind-numbing amounts of damage. The mage stays functional because he can ding a dozen foes for 20hps each while the fighter inflicts 200+ on one target. </p><p></p><p>That and defeating a lot of epic foes breaks down to flying. Look, a dozen uber-hounds, each stronger than Cerebrus. Why don't we just fly for a while and drop rocks on them, hmmm? </p><p></p><p>In the 30s the spellcraft gets high enough to consider making a useful epic spell, though they really amount to no-save versions of old standards until you get to another couple dozen levels. I haven't played enough in the 40+ range to know how well those epic spells balance vs. the other epic characters.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 1720936, member: 9254"] I've ran several the ELH at several different levels in one-shots. The thing about it is that it has a series of plateaus that are not evident. Non-epic does the same every other level (figher feats, rogue sneak attack, caster spells, etc), but the ELH does it every 5-10 levels. CRs for non-standard groups get difficult to calculate because you might be on the high or low side of the plateaus. Magic is a little wonky in ELH-land. Not bad, per se, but not great. Until about level 30+, epic spells are worthless compared to epic metamagic feats and epic spell slots. Targets saves increase while save DCs freeze. After a certain point, everything makes every save except on a 2, and SR becomes maddeningly common. Expect lots of save-or-die spells and a core group of no-SR spells to be the foundation of all casters. (I was fond of [b]item'ed[/b] adamantite boulders that were hurled using [b]telekinesis[/b] or dropped on things and Gate can bring in some meaty allies, at least in 3.0.) At level 17 the mage tended to end the fights with awe-inspiring blasts while the fighter was just there to slow the opponents down, the level 27 mage is there to harry the foes enough to negate fast heal/regen as the fighter deals mind-numbing amounts of damage. The mage stays functional because he can ding a dozen foes for 20hps each while the fighter inflicts 200+ on one target. That and defeating a lot of epic foes breaks down to flying. Look, a dozen uber-hounds, each stronger than Cerebrus. Why don't we just fly for a while and drop rocks on them, hmmm? In the 30s the spellcraft gets high enough to consider making a useful epic spell, though they really amount to no-save versions of old standards until you get to another couple dozen levels. I haven't played enough in the 40+ range to know how well those epic spells balance vs. the other epic characters. [/QUOTE]
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