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Options for epic level play 21st+
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<blockquote data-quote="Prism" data-source="post: 6375174" data-attributes="member: 9501"><p>Thanks for your help. I really like the idea of adopting legendary actions for use by players</p><p></p><p>Having thought some more on the matter I think there are two ways you can go with epic levels. </p><p></p><p>Firstly there is the player driven focus where the campaign continues to allow them to acquire more power. They continue to adventure on quests to gain knowledge, divine blessings and ancient relics. The epic level abilities would be a reward for completing these quests and therefore not specifically tied to class levels. Much like class templates in 3e or boons in 4e. These quests could take many years to complete</p><p></p><p>Secondly there is the wish to continue with a party epic quest or complete an adventure path into these levels. There is no real time for individual quests so a class based system that progresses as normal and rewards by level not by plot point is probably better. </p><p></p><p>I am going to focus on the first way for a few reasons. Mainly because that's how my group plays at these levels. Also, because it involves much less work when I don't have to generate multiple classes with balanced abilities. It can also be very modular so a cleric might get a stat boost or legendary power from their god, whereas a wizard might get the same rough effect from an epic ritual or a fighter from an ancient legendary sword</p><p></p><p>So characters can continue to gain levels by multi-classing (much like the gods stats in 3e). Class levels have had their time but it still serves a basic way to add breadth and advance proficiency and hit points.The proficiency bonus will continue to rise as in the DMG for monsters. AC may rise through gaining better magic items</p><p></p><p>Boons could be...</p><p></p><p>Immortal gifts of power (stat gains and cap increases)</p><p>Epic spell rituals (much research and adventuring to gain)</p><p>Ancient god created relics (often with a will of their own)</p><p>Absorbing primal spirits (granting legendary actions)</p><p>Pacts with devils</p><p>Chosen of the Gods</p><p></p><p>that kind of stuff - just need to work out some details</p></blockquote><p></p>
[QUOTE="Prism, post: 6375174, member: 9501"] Thanks for your help. I really like the idea of adopting legendary actions for use by players Having thought some more on the matter I think there are two ways you can go with epic levels. Firstly there is the player driven focus where the campaign continues to allow them to acquire more power. They continue to adventure on quests to gain knowledge, divine blessings and ancient relics. The epic level abilities would be a reward for completing these quests and therefore not specifically tied to class levels. Much like class templates in 3e or boons in 4e. These quests could take many years to complete Secondly there is the wish to continue with a party epic quest or complete an adventure path into these levels. There is no real time for individual quests so a class based system that progresses as normal and rewards by level not by plot point is probably better. I am going to focus on the first way for a few reasons. Mainly because that's how my group plays at these levels. Also, because it involves much less work when I don't have to generate multiple classes with balanced abilities. It can also be very modular so a cleric might get a stat boost or legendary power from their god, whereas a wizard might get the same rough effect from an epic ritual or a fighter from an ancient legendary sword So characters can continue to gain levels by multi-classing (much like the gods stats in 3e). Class levels have had their time but it still serves a basic way to add breadth and advance proficiency and hit points.The proficiency bonus will continue to rise as in the DMG for monsters. AC may rise through gaining better magic items Boons could be... Immortal gifts of power (stat gains and cap increases) Epic spell rituals (much research and adventuring to gain) Ancient god created relics (often with a will of their own) Absorbing primal spirits (granting legendary actions) Pacts with devils Chosen of the Gods that kind of stuff - just need to work out some details [/QUOTE]
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