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Options for epic level play 21st+
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<blockquote data-quote="Li Shenron" data-source="post: 6375953" data-attributes="member: 1465"><p>This is almost a no-brainer. I think it's quite important to extend the progression in order for the PC to become able to try tasks of ever higher DC. That's because to feel 'epic', the game needs to feature some pretty incredible tasks. </p><p></p><p>However, reaching higher DC might also be achieved by allowing stats higher than 20. The difference IMO is that proficiency progression is automatic, while removing the stat cap doesn't guarantee that the players will increase those stats... This is something to consider, and I would probably choose to continue the proficiency bonus progression.</p><p></p><p></p><p></p><p>Yes I would continue the level progression of each class.</p><p></p><p>Spellcasting progression (daily slots) cannot be trivially extended. Spell level tops at 17th class level, so introducing 10th level spells into the daily spell progression is not immediately easy.</p><p></p><p>Anyway, I wouldn't want the game to become cumbersome to play, so I would probably <em>stop</em> the daily slots progression at 20th level. I would <em>not </em>add more daily slots from 21st level onward, I would instead add special abilities or remove restrictions, including for example possibly turning some spells into at-will. But more daily slots means just more things to keep track of.</p><p></p><p>Similarly, I would not increase the number of attacks per round. I would rather add special abilities, or empower all attacks, or even remove the max number of attacks! This is just an idea for a special ability, not a finished suggestion, but the Fighter at some point could simply be allowed to attacks as many targets he can reach in such round (if attacking each only once). </p><p></p><p></p><p></p><p>No. But I am in favor of designing campaign-specific prestige classes (already at non-epic levels) so those could be there.</p><p></p><p></p><p></p><p>Yes.</p><p></p><p></p><p></p><p>Undecided... on one hand breaking the mortals' caps makes the game feel 'epic', which is the main purpose of having epic levels at all IMO.</p><p></p><p>On the other hand, I would have to think carefully what are the consequences of this when stacking with extended proficiency bonus progression.</p><p></p><p>Generally speaking, I think there won't be too many problems because removing the cap (or increasing it progressively) doesn't immediately imply that the stat will skyrocket, since in 5e there is anyway a limited amount of stat increases available.</p><p></p><p></p><p></p><p>It's all a matter of whether you can design spells that really go beyond the effects of current 9th spells. </p><p></p><p>You can go safe and just make 10th level spells based on 9th (or lower level) spells with increased effects, but in 5e this is already part of the system of casting at higher level slots, so instead of new spells you could just indeed add higher level slots (or ability to cast 'as if' the slots were higher than 9th). This may or may not feel 'epic' enough however.</p><p></p><p>The difficulty is in designing spells that feel truly 'epic', but still be able to play adventures that are manageable at the gaming table. An epic spell that destroys a whole kingdom is no doubt 'epic', but how is this going to affect your adventures? Is this going to work, or destroy your story?</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6375953, member: 1465"] This is almost a no-brainer. I think it's quite important to extend the progression in order for the PC to become able to try tasks of ever higher DC. That's because to feel 'epic', the game needs to feature some pretty incredible tasks. However, reaching higher DC might also be achieved by allowing stats higher than 20. The difference IMO is that proficiency progression is automatic, while removing the stat cap doesn't guarantee that the players will increase those stats... This is something to consider, and I would probably choose to continue the proficiency bonus progression. Yes I would continue the level progression of each class. Spellcasting progression (daily slots) cannot be trivially extended. Spell level tops at 17th class level, so introducing 10th level spells into the daily spell progression is not immediately easy. Anyway, I wouldn't want the game to become cumbersome to play, so I would probably [I]stop[/I] the daily slots progression at 20th level. I would [I]not [/I]add more daily slots from 21st level onward, I would instead add special abilities or remove restrictions, including for example possibly turning some spells into at-will. But more daily slots means just more things to keep track of. Similarly, I would not increase the number of attacks per round. I would rather add special abilities, or empower all attacks, or even remove the max number of attacks! This is just an idea for a special ability, not a finished suggestion, but the Fighter at some point could simply be allowed to attacks as many targets he can reach in such round (if attacking each only once). No. But I am in favor of designing campaign-specific prestige classes (already at non-epic levels) so those could be there. Yes. Undecided... on one hand breaking the mortals' caps makes the game feel 'epic', which is the main purpose of having epic levels at all IMO. On the other hand, I would have to think carefully what are the consequences of this when stacking with extended proficiency bonus progression. Generally speaking, I think there won't be too many problems because removing the cap (or increasing it progressively) doesn't immediately imply that the stat will skyrocket, since in 5e there is anyway a limited amount of stat increases available. It's all a matter of whether you can design spells that really go beyond the effects of current 9th spells. You can go safe and just make 10th level spells based on 9th (or lower level) spells with increased effects, but in 5e this is already part of the system of casting at higher level slots, so instead of new spells you could just indeed add higher level slots (or ability to cast 'as if' the slots were higher than 9th). This may or may not feel 'epic' enough however. The difficulty is in designing spells that feel truly 'epic', but still be able to play adventures that are manageable at the gaming table. An epic spell that destroys a whole kingdom is no doubt 'epic', but how is this going to affect your adventures? Is this going to work, or destroy your story? [/QUOTE]
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