Upper_Krust said:
Hiya mate!
Hey hey, UK! Sorry for the delayed response; I was in the Bahamas for four days.
Think of it in terms of a percentage thing.
Something that gives a 30% increase to a fluid score needs to be higher than something which adds 30% to a static score.
Percentages can't be used in this discussion, I think, since they can't be isolated. Cha 40 + Heavenly Mind is +x% to the Nth-level character, but if that 40 or the N changes, the x changes, rendering moot the observation thereof and making such a case inadmissible in a court of law.
That being said, you've just got to look at what gives what to what: Attack should be balanced against AC, so that if Deity A has the Attack ability and Deity B has the AC ability, they cancel each other out. I don't see such a cancel-out as a problem, but actually asan element that already exists in your setup. Infinite Dexterity counters Infinite Strength...
Not quite, because higher Attack Bonus is preferable at epic levels. As levels increase you will hit proportionately more often, but deal proportionately less damage.
Debatable. It depends on the construction of the opponent. Undead never really have tremendous HP, so that alone lends inconsistency to your point.
Therefore if you subscribe to the (futile in any case) idea that AC and Attack Bonus should increase in tandem, then you will bring about a situation where your fights take longer, and longer and longer. Long fights sound epic, but in practice they just grind the game down to a standstill.
Yeah maybe you're right when discussing a one-on-one scenario, but IMXP epic games consist of a group of players, many of whom would have cohorts and/or other high-level PCs.
The problem with big DC boosting abilities is that everyone takes them and then they win. End of. They only have to bump one ability score up whereas you need to bump three.
Then you FORCE people into a DC/Saving Throw war just to try and stay competitive, which they won't be because you can't boost all your ability scores to keep pace with the Super-sorcerer who only concentrates on his Charisma.
I agree, but this only furthers the idea that X should counter Y. Not every enemy of Deity X is going to have Ability Y, so it's not like making the abilities ostensibly balanced against each other literally cancels out their effect. It's good to have a failsafe on the ability, so no matter how it affects the deity in question there's a way to counteract it. Making their opposed modifier counter evenly against the given modifier is a perfect way to do this. Attacks +x? AC +x, but only if the DM designs the enemies to utilize this.
Well then you are going to have to houserule me on these abilities, because your reasoning is flawed.
We'll agree to disagree on who's reasoning is flawed then, mate.

You're promoting a dissonance that only exacerbates the inherent flaws in the system at epic level play. Giving someone
more attack bonus for the same cost as giving someone a
paltry increase to their AC only makes the attackers
more advantaged then the defenders. The same goes for Saves and DCs. When, in reality, what ought to be established is instead a system wherein designers are given the option to boost as many of these four elements as they desire, but their enemies have an equal opportunity to counteract these boosts. Your MBSS abilities as written do not enable this, but only throw into sharp relief that whoever attacks first wins, and whoever hasn't twinked their AC via other means loses. This line of thinking promotes the 'layer-cake' items, like rings of natural armor and deflection and profane and etc to AC - things that you've basically said are silly and have no place in a sensible gaming environment... yet here you are giving us no other choice, because X ≠ Y, everyone normally inclined to take Y (for flavor or appropriateness) will find themselves out in the cold because X utterly trumps them, come hell or high water.
But have it your way. My reasoning is flawed, as you say.

I on the other hand will be running a more balanced epic game.
It allows you to manipulate circumstances in your favour, like maneouvering combat so that your opponent is hampered by geography, etc.
Oh... well, I see. I think that's more of a roleplaying thing - someone responding to what's been drawn on a battle mat, for instance - than something that can be resolved into manipulable numerics.
Intellectual Spirit means that you know how to apply your intelligence better in certain areas.
Not if it only adds your rank.
Thats a disparity which should be courted. Otherwise fights will take forever.
Again, in a one-on-one that should rarely happen at that level of play. I think the disparity needs to be bridged or it will take a whole hell of a lot of nerfing and fudging to make the BBEG B, B, or E.
Its a possibility, some of these are betwixt and between. Other times combinations of abilities can mess your balance up.
Well, consider pushing it up a tier for a while; at least before you get wrist-deep in G&M. UPA is one badass feat.
If you do that, the Attack and Save boosts become next to worthless, especially at lower divine ranks.
Shudder to think... those are two areas that need the least help! God forbid they get... the least help!
I don't really see the big problem with True Strike.
Outside of it being punked by a deity with a key ability score of 50+ with [Adjective] Mind, no ... no problem at all.
Sorry. I know I said 'last word', but half-a-week on a stroke-hot island with no internet can work wonders on one's dedication to a point.
