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Pathfinder Epic level conventions?
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<blockquote data-quote="Sepulchrave II" data-source="post: 5359059" data-attributes="member: 4303"><p>Preventing enormous disparity in character niche abilities, powers and defenses will always be the biggest problem.</p><p></p><p>I think there needs to be a built-in system for simplification of mechanics. A kind of meta-mechanic, so to speak, which strives toward simplicity; it gathers up all of the untidy ends as characters progress through epic levels, and cuts down on the bookkeeping.</p><p></p><p>I would suggest Epic PrCs which effectively retro-train character levels in other classes. When you become a Cosmic Descryer, you are not a Diviner 10 / whatnot 5 / whatever 9 / Cosmic Descryer 1 - you simply become a Cosmic Descryer 25. There is a controlled paradigm-shift in mechanics which resets to zero, and eliminates the enormous differences in character abilities.</p><p></p><p>One might "plan a build" toward such an Epic PrC, so to speak, in the same manner as one would any other PrC; but in the knowledge that certain sacrifices would have to be made upon attaining it for reintroducing the game balance in a fresh and consistent form. The PrCs would hence need to be sufficiently seductive, and genuinely excite players in the new possibilities which they offered. </p><p></p><p>Things like SR, DR, Saves, BAB etc. can be to a large extent flattened. Lots of other stuff be made at-will, so there's no tracking. Or given up: at level 25 you <em>make your choice</em> and enter a bigger world, where the rules are simpler again and new. Until that point (whatever point that is) the game continues with the normal progression.</p><p></p><p>There needs to be complete understanding between DM and Players as to rationalizing this transition in an ongoing campaign; in games which started already Epic this wouldn't need to happen.</p><p></p><p>Essentially, you'd need as many niche Epic PrCs with suggested substitutable suites of abilities and powers as you could crank out, exciting variants, and a whole bunch of magic items - I'd give them the same treatment.</p><p></p><p>But fundamentally, you have to rebalance the game, and make it simpler.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 5359059, member: 4303"] Preventing enormous disparity in character niche abilities, powers and defenses will always be the biggest problem. I think there needs to be a built-in system for simplification of mechanics. A kind of meta-mechanic, so to speak, which strives toward simplicity; it gathers up all of the untidy ends as characters progress through epic levels, and cuts down on the bookkeeping. I would suggest Epic PrCs which effectively retro-train character levels in other classes. When you become a Cosmic Descryer, you are not a Diviner 10 / whatnot 5 / whatever 9 / Cosmic Descryer 1 - you simply become a Cosmic Descryer 25. There is a controlled paradigm-shift in mechanics which resets to zero, and eliminates the enormous differences in character abilities. One might "plan a build" toward such an Epic PrC, so to speak, in the same manner as one would any other PrC; but in the knowledge that certain sacrifices would have to be made upon attaining it for reintroducing the game balance in a fresh and consistent form. The PrCs would hence need to be sufficiently seductive, and genuinely excite players in the new possibilities which they offered. Things like SR, DR, Saves, BAB etc. can be to a large extent flattened. Lots of other stuff be made at-will, so there's no tracking. Or given up: at level 25 you [I]make your choice[/I] and enter a bigger world, where the rules are simpler again and new. Until that point (whatever point that is) the game continues with the normal progression. There needs to be complete understanding between DM and Players as to rationalizing this transition in an ongoing campaign; in games which started already Epic this wouldn't need to happen. Essentially, you'd need as many niche Epic PrCs with suggested substitutable suites of abilities and powers as you could crank out, exciting variants, and a whole bunch of magic items - I'd give them the same treatment. But fundamentally, you have to rebalance the game, and make it simpler. [/QUOTE]
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