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Next Expanded/3.5 book should be
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<blockquote data-quote="Upper_Krust" data-source="post: 2527599" data-attributes="member: 326"><p>Hiya mate! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p> </p><p></p><p>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.</p><p></p><p> </p><p></p><p>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).</p><p></p><p>*In fact I have a brilliant way of applying this, but I'll keep that under wraps for now. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p> </p><p></p><p>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.</p><p></p><p> </p><p></p><p>Well maybe there should be a law against stupid wizards. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p> </p><p></p><p>Thats generally why parties have a mix of classes and abilities, or a prominance of multi-class characters amongst smaller parties.</p><p></p><p> </p><p></p><p>Well I think the idea is to tweak saves so they are not so black and white - see above.</p><p></p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p>Buffing is drammatically lessened by divinity, you'll already have most of the buffs as standard and a double buff won't stack.</p><p> </p><p> </p><p></p><p>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.</p><p></p><p></p><p></p><p>Templates can also be used to streamline characters, by adding powers you can sometimes simplify abilities.</p><p></p><p>eg. Maximum Skill Ranks or Maximum Hit Points.</p><p></p><p> </p><p></p><p>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?</p><p></p><p></p><p></p><p>If save or die spells are less critical, then initiative won't be so all-encompassing.</p><p></p><p></p><p></p><p>Absolutely. I think epic/immortal characters have reason to embrace artifacts to avoid being hamstrung by anti-magic and/or disjunction.</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 2527599, member: 326"] Hiya mate! :) 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. 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. ;) 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. Well maybe there should be a law against stupid wizards. :P Thats generally why parties have a mix of classes and abilities, or a prominance of multi-class characters amongst smaller parties. Well I think the idea is to tweak saves so they are not so black and white - see above. 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. Buffing is drammatically lessened by divinity, you'll already have most of the buffs as standard and a double buff won't stack. 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. Templates can also be used to streamline characters, by adding powers you can sometimes simplify abilities. eg. Maximum Skill Ranks or Maximum Hit Points. 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? If save or die spells are less critical, then initiative won't be so all-encompassing. Absolutely. I think epic/immortal characters have reason to embrace artifacts to avoid being hamstrung by anti-magic and/or disjunction. [/QUOTE]
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