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<blockquote data-quote="nonsi256" data-source="post: 5043417" data-attributes="member: 86164"><p><strong>>> Shame, shame. You should know better.</strong></p><p><strong></strong>Ok, the book is called “Codex of the Immortals”, by TSR and it’s from 1992.</p><p>I guess you’ll manage the rest.</p><p></p><p></p><p><strong>>> Same here. Upper Krust, as I mentioned, is really one of the best</strong></p><p><strong>>> epic designers out there. His mechanics are a little shaky at times,</strong></p><p><strong>>> but his imagination and creativity are parallel to none.</strong></p><p><strong></strong>I’m not sure who or what Upper Krust is, but I’ll be sure to look it up</p><p></p><p></p><p><strong>>> Why halt AB at L20, but let the same modifier go to +12?</strong></p><p><strong></strong>I guess you meant “save modifier”.</p><p>That’s because:</p><p>a. Saves have no effect on other game mechanics (#Atk). A 20th level mage should never find himself in a situation where all that’s left for him to do is attack physically, so there’s no reason for any real development there. Mid-BAB classes are each a bag of tricks and they already have a decent attack power to go along with it. And martial classes are already at “the top of the food chain” as far as martial abilities go.</p><p>b. Saves are about survivability and while the power meter requires some serious breaks so that things don’t get overboard, it is only reasonable that epic characters would quickly become intrinsically as survivable as any mortal (though they are still mortals).</p><p>You know what. I think that given weapon speeds, epic AB should also be valid for #Atk (a pre-epic mage may still have his shot at a 3rd attack with the proper weapon anyway – but without having martial-grade AB).</p><p></p><p></p><p><strong>>> What kind? (Immortal-level magical powers)</strong></p><p><strong></strong><span style="font-size: 9px"><span style="font-size: 10px">In the OD&D Immortal rules, each divine level/rank is characterized by so many Power Points.</span></span></p><p><span style="font-size: 9px"><span style="font-size: 10px">Here are some uses for power points (pp) and temporal points (tp) that seem quite appropriate to me (I’ll leave the numbers and exact mechanics mostly to you):</span></span></p><p><span style="font-size: 9px"><span style="font-size: 10px"></span>- Create artifacts/relics (pp): Though the execution was lame, the book’s overall concept is the best I’ve seen so far. Basically, the idea is that what separates artifacts from regular magical items is that an artifact is a vessel that houses a portion of the immortal’s essence. The item itself might even be totally mundane or a willing living being, but the essence makes it virtually indestructible, with the exception of specific means defined by the creator – means that must be researchable & obtainable by mortals. An entire adventure (or even some) can revolve around finding and protecting/destroying an artifact. Other than that, an artifact should have a special power (or several – depending on its magnitude, which is capped by the creator’s rank) associated with the immortal’s portfolio that requires special means to activate and usually comes with a heavy price to pay.</span></p><p><span style="font-size: 9px">- Create species (pp): an immortal may create an entirely new form of life (or unlife) having any physical and mental properties desired.</span></p><p><span style="font-size: 9px">- Entrapment (pp): this power serves to bring violators of the immortal CoC to justice.</span></p><p><span style="font-size: 9px">- Grant / deprive Access (tp): grants / deprives a specific mortal the ability to harness the immortal’s power for the purpose of casting clerical spells.</span></p><p><span style="font-size: 9px">- Grant Immortality (pp – heavy toll): one mortal creature is ascended to immortality. The subject must have at least 1,000,000 XP.</span></p><p><span style="font-size: 9px">- Hear Supplicants (tp): hear all the prayers made to it by its believers on that day/week/month/...</span></p><p><span style="font-size: 9px">- Instant Metamagic (tp): A non-action application of metamagic to a spell.</span></p><p><span style="font-size: 9px">- Reincarnation (pp): the immortal may take the soul of a dead sentient mortal and impregnate a mortal female of any specie within it.</span></p><p><span style="font-size: 9px"></span></p><p></p><p><strong>>> That's a given. The Divine SRD lists all the powers granted</strong></p><p><strong>>> at each rank, which gives a good basis for a system.</strong></p><p><strong></strong>Sorry. Couldn’t find anything in there about Avatar form or mortal identity, but mechanically speaking, these rules are definitely more solid than those in “Codex of the Immortals” (however, the book does have quite a few unique ideas to offer).</p><p></p><p></p><p><strong>>> I thought about doing 10th level spells at L19, actually, since</strong></p><p><strong>>> they would fit the progression, but I decided not to for some</strong></p><p><strong>>> reason (I don't recall now). Some of the existing L9 spells like</strong></p><p><strong>>> mass heal and wish got bumped to L10, so they'd still be</strong></p><p><strong>>> around at pre-epic.</strong></p><p><strong></strong>Ok, 19 seems reasonable, but which spells did you have in mind?</p><p>Beyond what’s already specified in my HR document (expect an update real soon), here are some spells/effects I had in mind:</p><p>- Genesis</p><p>- Miracle</p><p>- summoning an individual.</p><p>- summoning a demon prince (only via spell cabal)</p><p>- raising a mountain</p><p>- Heal/Harm – mass</p></blockquote><p></p>
[QUOTE="nonsi256, post: 5043417, member: 86164"] [B]>> Shame, shame. You should know better. [/B]Ok, the book is called “Codex of the Immortals”, by TSR and it’s from 1992. I guess you’ll manage the rest. [B]>> Same here. Upper Krust, as I mentioned, is really one of the best >> epic designers out there. His mechanics are a little shaky at times, >> but his imagination and creativity are parallel to none. [/B]I’m not sure who or what Upper Krust is, but I’ll be sure to look it up [B]>> Why halt AB at L20, but let the same modifier go to +12? [/B]I guess you meant “save modifier”. That’s because: a. Saves have no effect on other game mechanics (#Atk). A 20th level mage should never find himself in a situation where all that’s left for him to do is attack physically, so there’s no reason for any real development there. Mid-BAB classes are each a bag of tricks and they already have a decent attack power to go along with it. And martial classes are already at “the top of the food chain” as far as martial abilities go. b. Saves are about survivability and while the power meter requires some serious breaks so that things don’t get overboard, it is only reasonable that epic characters would quickly become intrinsically as survivable as any mortal (though they are still mortals). You know what. I think that given weapon speeds, epic AB should also be valid for #Atk (a pre-epic mage may still have his shot at a 3rd attack with the proper weapon anyway – but without having martial-grade AB). [B]>> What kind? (Immortal-level magical powers) [/B][SIZE=1][SIZE=2]In the OD&D Immortal rules, each divine level/rank is characterized by so many Power Points. Here are some uses for power points (pp) and temporal points (tp) that seem quite appropriate to me (I’ll leave the numbers and exact mechanics mostly to you): [/SIZE]- Create artifacts/relics (pp): Though the execution was lame, the book’s overall concept is the best I’ve seen so far. Basically, the idea is that what separates artifacts from regular magical items is that an artifact is a vessel that houses a portion of the immortal’s essence. The item itself might even be totally mundane or a willing living being, but the essence makes it virtually indestructible, with the exception of specific means defined by the creator – means that must be researchable & obtainable by mortals. An entire adventure (or even some) can revolve around finding and protecting/destroying an artifact. Other than that, an artifact should have a special power (or several – depending on its magnitude, which is capped by the creator’s rank) associated with the immortal’s portfolio that requires special means to activate and usually comes with a heavy price to pay. - Create species (pp): an immortal may create an entirely new form of life (or unlife) having any physical and mental properties desired. - Entrapment (pp): this power serves to bring violators of the immortal CoC to justice. - Grant / deprive Access (tp): grants / deprives a specific mortal the ability to harness the immortal’s power for the purpose of casting clerical spells. - Grant Immortality (pp – heavy toll): one mortal creature is ascended to immortality. The subject must have at least 1,000,000 XP. - Hear Supplicants (tp): hear all the prayers made to it by its believers on that day/week/month/... - Instant Metamagic (tp): A non-action application of metamagic to a spell. - Reincarnation (pp): the immortal may take the soul of a dead sentient mortal and impregnate a mortal female of any specie within it. [/SIZE] [B]>> That's a given. The Divine SRD lists all the powers granted >> at each rank, which gives a good basis for a system. [/B]Sorry. Couldn’t find anything in there about Avatar form or mortal identity, but mechanically speaking, these rules are definitely more solid than those in “Codex of the Immortals” (however, the book does have quite a few unique ideas to offer). [B]>> I thought about doing 10th level spells at L19, actually, since >> they would fit the progression, but I decided not to for some >> reason (I don't recall now). Some of the existing L9 spells like >> mass heal and wish got bumped to L10, so they'd still be >> around at pre-epic. [/B]Ok, 19 seems reasonable, but which spells did you have in mind? Beyond what’s already specified in my HR document (expect an update real soon), here are some spells/effects I had in mind: - Genesis - Miracle - summoning an individual. - summoning a demon prince (only via spell cabal) - raising a mountain - Heal/Harm – mass [/QUOTE]
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