A'koss said:
Krust...
Hiya mate!
A'koss said:
I think the biggest, for me anyway, are creating and effectively running HL villians. Managing "Power Up Suites" in combat is a huge pain. Creating and utilizing their significant number of abilities, feats, magic items into a coherent opponent for your PCs takes no small amount of time and effort. The more time you spend building opponents and learning how to use them effectively (but not too effectively...

), the less time you have on campaign development.
I think one aspect of helping this is having tactics for, not just monsters, but also classes (at certain level junctures: low, mid, high, low epic, mid-epic, high epic etc.) as well.
A'koss said:
The frequent use of save or die abilities on either side,
I think I have two ideas how to avoid this problem, one by making all save (or be affected) spells deal ability damage*, the second is by allowing characters affected by certain spells a save each round (albeit where the DC increases each round).
*In fact I have a brilliant way of applying this, but I'll keep that under wraps for now.
A'koss said:
the great disparity in HPs, AC and attacks between the characters make it difficult to balance encounters against.
I would worry overtly about exacting balance at epic levels. From what I have seen the net effect of higher Challenge Ratings lessens the higher you ascend.
A'koss said:
Wizards are often 1 or 2 round roadkill from making the simpliest mistake or not having the right spells up or available.
Well maybe there should be a law against stupid wizards.
A'koss said:
A challenge for one character can be extremely lethal to another.
Thats generally why parties have a mix of classes and abilities, or a prominance of multi-class characters amongst smaller parties.
A'koss said:
Characters who don't take significant measures to boost their weak Save(s) find they they are increasingly vulnerable to magic that targets them. Magic that can easily take a fully healthy character out of the game (at least for a time) on a single die roll.
Well I think the idea is to tweak saves so they are not so black and white - see above.
A'koss said:
Next I guess is the sheer amount of information everyone has to deal with from huge spell lists, to multiple magic items, to feats and power-up suites and so on.
My idea for Automatic Metamagic Capacity helps streamline spell lists. The artifacts idea boils magic items down to easily manageable levels. Power-Up Suites are absorbed (for the most part) by divinity templates.
Feats would be one area where you still want to embrace the diversity, however, as I mentioned before, feat packages help when you are wanting to build PCs/NPCs.
A'koss said:
Now ELs have to build on top of an already unweildy character/NPC granting him even more powers, spells, magic items and so on.
Buffing is drammatically lessened by divinity, you'll already have most of the buffs as standard and a double buff won't stack.
A'koss said:
By 'dumping the mortal baggage' I mean moving a Fighter to something like a "Divine Fighter" class and identify his key abilities and simplify. Is he a T-W fighter, a Whirlwind Expert, a tank, a swashbuckler type, and so on. Focus on what's important and let him start relatively anew as a divine being.
I have found an easy way to attend to this is by feat packages. An idea adopted from D&Dg where certain salient abilities are little more than a collection of feats. Although it sounds like a well designed Prestige Class would also address some of your concerns.
A'koss said:
Just adding more powerz onto his already weighty set is not the way to go IMO. A player can usually handle his one character but a DM just gets swamped.
Templates can also be used to streamline characters, by adding powers you can sometimes simplify abilities.
eg. Maximum Skill Ranks or Maximum Hit Points.
A'koss said:
Heh, not so grevious? I know the shift D&D makes from high to low - I just don't agree that's the way to go as problems only exaperate the higher level you get. IME, fights rarely last long in HL/EL play, definitely shorter than say... at 10th level.
I am skeptical this is between equally matched opponents? If so, the brevity of the encounter is probably due to save or die type effects, am I right?
A'koss said:
Combat is highly Initiative dependent and you're forced to defend your cleric at all costs.
If save or die spells are less critical, then initiative won't be so all-encompassing.
A'koss said:
Definitely some kind of simplification is preferred to simply piling on more stuff to keep track of.
Absolutely. I think epic/immortal characters have reason to embrace artifacts to avoid being hamstrung by anti-magic and/or disjunction.