Questions about Time Lords, High Lords, and other stuff

Actually Shapechange has a limit of 50 Hit Dice and the Astral Hydra has 115 Hit Dice...plus Shapechange is negated within Anti-magic.

Neither of these things are stated in the ability write up (the only HD limit is 2x the user's). You explicitly have Divine abilities ignore antimagic (Shapechange the DvA doesn't actually reference the Shapechange spell, and it's Su, not Sp).

Actually the Astral Hydra gets each head to breath every 1d4 rounds, not 1d2. As regards the various [Effect] abilities, they may be slightly weaker but they are far more flexible AND remember that multiple uses stack.

Slightly weaker? You're calling 60 damage slightly weaker than 2,080 damage? And no, the effect abilities are not more flexible than Shapechange. Even taken six times (for 6 DvAs compared to Shapechange's 2), you're still restricted to one damage type. Shapechange lets you deal damage from pretty much every damage type printed, which is flexibility that's useful.

For every uber-build you can create I am sure someone else could come up with a build to defeat that character.

First, I haven't actually been talking about "über-builds". Everything I've mentioned so far is actually assuming core-only and basically no optimisation beyond 'Take this one broken ability'. And second, that has no bearing on balance. A balanced game would have a large proportion of its abilities see use in the course of normal play. Force Field and Regeneration just don't ever get taken because there's almost no circumstances in which they'd be better than the standard set of Unknowing/Heavenly/Whatever Mind/Soul, Learned Spell Immunity and Perfect Initiative that are practically required to accomplish anything.

I'd be the first to admit that the Portfolios are the weakest aspect of the book, but from your above mini-rant you seem to be contradicting yourself...you say that the Entropy portfolio has the best [Effect] ability and best Quasi-deity ability, but overall it isn't much better than the others?

Read that sentence again. That's not what I said.

Did you stop to think for one moment that with over 40 portfolios each with 20 powers (yes thats 800+ abilities folks) that maybe, just maybe, every single power wouldn't necessarily be completely equal at every level?

No, I stopped and thought for a moment and rewrote the Portfolios section to make the most egregious offenders back in line. It took about an evening.

I mean you have already waxed lyrical about Shapechange being the best spell in the game. Are you saying all 9th-level spells are not equal and WotC, with its dozens of designers and editors and hundreds, if not thousands of playtesters messed up and made Shapechange too powerful?

I haven't mentioned the Shapechange spell, or even talked about casters at all. I explicitly stated that I wasn't touching on the casters vs melee argument, precisely because you'd say this. Every balance issue I mentioned was carefully selected to be one introduced by your book. Shapechange as a spell caps out at low HD, so is actually perfectly fine at Epic, because you can only turn into relatively weak monsters (and there's no RAW way of improving it). The Shapechange DvA is uncapped, and so continues to be broken right through the game.

Parrying is a good way to defend.

And how is this a defence of the balance of the IH? Say you're a Monk Greater Deity, and are pretty poorly optimised, so only have Wis 64 and you want to improve your AC. You could take Unknowing Body, the AC-boosting ability, and get +16 AC. Or you could take Unknowing Mind, Cexpertise for the increase in your Attack Bonus (+30) and even without the ratio-boosting DvAs get +32 AC, and still have the option of converting it back to attack bonus if you think you're not in danger of being hit. AC boosting abilities are not balanced against attack bonus boosting abilities.

Heres the thing though, in roleplaying not everyone wants "TEH UBER". Not every power has to be the best thing ever! Did you ever stop to consider that some people may want the Thieving [Effect] just to have fun with it?

I have abilities in there that let a Rogue steal the writing from a page or snatch the colour from the eyes of a Princess. Probably not as useful to the Rogue as upgrading your Sneak Attack, but maybe a player might see that and think, thats pretty cool. Instead of "Look at how L33T I am with my Supreme Sneak Attack!"

So you're admitting that they're underpowered, but have role-playing applications? That's not well-balanced. In fact, the fact that not everyone is concerned with power is why it's even more important to make the abilities balanced. If they were, players could take whatever they thought was fun and not risk accidentally making themselves useless to the rest of the party.

It's not even hard to think of in-combat applications for Sideways Stealing, but since they have no rules, its "DM makes something up" time. I've had players annoy wizards by stealing the text from their spellbooks, and fighters by stealing the edges of their swords. Bypassing Prismatic Spheres by stealing their colour, rendering them powerless.

Basically, in a nutshell, your argument is that some powers can be better than other powers.

Apparently a lone designer (me) is culpable for not getting 1300 abilities perfectly balanced is a system that transcends Level 1000 play.

BUT, if WotC with dozens of staff and thousands of playtesters can't get about 300 abilities and spells balanced for play that only goes up to Level 20 then they get your seal of approval.

Did I ever say that WotC was fine? WotC's representatives aren't coming into this thread and claiming that 3rd edition is 'Wonderfully Balanced'. I am aware of the balance issues in 3.5e. And you're massively understating the scale of the issues here. I haven't even touched on '1300 abilities' or 'level 1000 play'. This is just the issues present at level 100 and below (well, probably between levels 30-100, prophet-level balance isn't that much worse than 3.5e, but that's mainly because they don't qualify for most of the good abilities.), since those are the only ones you're still claiming are balanced.

The Hulking Hurler requires 1 splat book as I recall.

Nope. You need War Hulk from the Miniatures handbook (which is pretty fringe as far as 'core' material goes) and Hulking Hurler from Complete Warrior.

You haven't proved anything is broken in the Immortals Handbook, you have just said that some powers and abilities are better than others.

Just like feats and spells in the PHB. Some are better than others.

Absolute perfect balance wasn't attained by WotC, I feel a tad hard done by being held to a higher standard than WotC...maybe I should be flattered by that. :)

Are there a few powers or combinations of powers in the Immortals Handbook that could be abused by power gamers - absolutely!

Again with the 00"could be abused by power gamers" thing. I haven't even talked about actual abuses and power gaming yet. And you seem to be massively unaware of just how huge the gulf in power between an even vaguely optimised character and an unoptimised one is. In 3.5, core only, I think you'd be called insane if you asked someone to make you a 10th level human fighter that could take on ten other 10th level human fighters with equal wealth but no optimisation*. A 60th level Lesser Deity Human Fighter can very easily be optimised (and not even using any of the really dirty tricks, like Cosmics on items) to take down ten on one, or even twenty on one odds with the same restrictions (and he probably wouldn't even take significant damage doing so). That's not "some abilities are more powerful than others", or "there's potential for power gamers to abuse the system", that's "even a small difference in the skill level of the players means they're totally incapable of playing the same game". If you want me to prove it, I will. I'll make three 60th level Lesser Deity Human fighters, one naïvely built but superficially viable, one well optimised one that can take down 10 of the weak one, and one "power gamer" one which demonstrates the gulf between what you think is power gaming, and what power gamers actually come up with.

And, if a representative of WotC comes along and starts making claims about how amazingly balanced 3.5th ed is, you can be sure that I won't be giving him an easy time.

*No optimisation, as opposed to deliberately sabotaged characters. I'm talking the Sample NPCs in the DMG, rather than, say, a Fighter with all his feats in Weapon Focus for weapons he doesn't own, with all his points put into Intelligence, but no Int-based skills. And all his wealth spent on lasagne and tiramisu, when he doesn't even like Italian food.

Are you suggesting there is zero way any character with one of the above mentioned powers can be beaten? :)

No, I'm saying that a build that features one of those abilities will beat 90% other character concepts (not builds, concepts) without even being very good at anything else. Nullification is the worst, since a pure caster, monk or fighter cannot beat someone with Nullification, no matter what they do, unless they're massively higher level, also have Nullification, or have Abrogate and the other person does not.

Answer me this, has any WotC book ever needed errata?

I'll answer that by pointing out that when a product has needed errata, at least some of the time, that erratum has been published, and usually within four years.
 

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Boogiepop, if you fixed these problems in a single evening, perhaps it'd be more constructive if you posted your fixes, rather than going on about the fact that there were problems in the first place.

I've been doing that for weeks now. Check the other thread. I haven't posted everything, because Neoiceshroom's attempt at fixing the IH is taking a more Dicefreaks approach, so there's not total compatibility.
 

I've been doing that for weeks now. Check the other thread.

Actually, you've been doing half of that - the other half of what I said was "instead of going on about the problems."

Beyond that, I disagree with your fetishization of game balance. The links basically say why, but ultimately they point out that the degree of equalized power you're searching for doesn't exist in most games, let alone most RPG's (and certainly not in D&D).

You say that "A balanced game would have a large proportion of its abilities see use in the course of normal play," which is inherently impossible to prove, simply because the terms "large proportion" and "course of normal play" are virtually impossible to define. Further, by that definition, things are balanced by their frequency of use, rather than any other relative scale; given that, I'm not sure why you talk about making a lesser deity that could wipe out other lesser deities, since the issue is one of how often an ability is used, rather than its power.

All of this ignores the larger point, however - that Upper_Krust rightly notes that epic-level/divine-level play in 3.X is inherently broken, and was even before he started publishing the Immortal's Handbook series. Given that, he did a very good job with what he did create - it's imperfect, anyone will likely grant that, but that's part and parcel of designing for an imperfect system to begin with. Yes, he could have tightened things up more in certain places; as he noted, there are plenty of books for which that is true. You criticize the pace of his release of errata; that's just how he writes.

The IH series of books (albeit only two of them) is, ultimately, the best thing that fans of 3.X have for epic and divine D&D 3.X games, and its successes far outweigh its flaws. Hence why people enjoy it despite those flaws.
 

Hey Buugipopuu! :)

Before I respond to your points, lets just address a few things about game balance.

Firstly, perfect game balance isn't achievable in an rpg as far reaching as D&D. Its a goal to aspire to certainly, but at a certain point you have to let it go.

Secondly, the higher in level you go (in 3/3.5E anyway) the more difficult the game is to keep balanced and the easier it is to abuse with min-maxing.

Buugipopuu said:
Neither of these things are stated in the ability write up (the only HD limit is 2x the user's). You explicitly have Divine abilities ignore antimagic (Shapechange the DvA doesn't actually reference the Shapechange spell, and it's Su, not Sp).

My mistake I thought you meant the spell rather than the Divine Ability.

Incidently to shapechange into an Astral Hydra you would need to be at least Level 58, in divine terms that means you should be bordering on an Intermediate Deity.

Slightly weaker? You're calling 60 damage slightly weaker than 2,080 damage?

Well, firstly it wouldn't be 60 damage at 58 Hit Dice, now would it.

Secondly, you could argue that the Astral Hydra should really only get 2 breaths every round.

And no, the effect abilities are not more flexible than Shapechange. Even taken six times (for 6 DvAs compared to Shapechange's 2), you're still restricted to one damage type. Shapechange lets you deal damage from pretty much every damage type printed, which is flexibility that's useful.

You do need to have encountered the monster you are shapechanging into of course.

First, I haven't actually been talking about "über-builds". Everything I've mentioned so far is actually assuming core-only and basically no optimisation beyond 'Take this one broken ability'. And second, that has no bearing on balance. A balanced game would have a large proportion of its abilities see use in the course of normal play.

Yet you seem to be listing MULTIPLE abilites as required to (in your own words) 'accomplish anything' (as per the next quote). If you are 'requiring' MULTIPLE divine and cosmic abilities then you are encroaching on ECL 100 play as it is.

Force Field and Regeneration just don't ever get taken because there's almost no circumstances in which they'd be better than the standard set of Unknowing/Heavenly/Whatever Mind/Soul, Learned Spell Immunity and Perfect Initiative that are practically required to accomplish anything.

So some powers are less effective than others, how is this any different from spells and feats?

Read that sentence again. That's not what I said.

I've read the sentence multiple times and I cannot make head nor tail of it.

No, I stopped and thought for a moment and rewrote the Portfolios section to make the most egregious offenders back in line. It took about an evening.

I'm flattered that you are so invested in the book that you put in the time. Glad you are getting so much out of it. :)

I haven't mentioned the Shapechange spell, or even talked about casters at all. I explicitly stated that I wasn't touching on the casters vs melee argument, precisely because you'd say this. Every balance issue I mentioned was carefully selected to be one introduced by your book. Shapechange as a spell caps out at low HD, so is actually perfectly fine at Epic, because you can only turn into relatively weak monsters (and there's no RAW way of improving it). The Shapechange DvA is uncapped, and so continues to be broken right through the game.

Your fix is what?

And how is this a defence of the balance of the IH?

I've always thought that attack was the best defence. :D

Say you're a Monk Greater Deity,

...and thus ECL 160-200 which is borderline where the game is loosely balanced to (even by my definition of the term in your eyes).

and are pretty poorly optimised, so only have Wis 64 and you want to improve your AC. You could take Unknowing Body, the AC-boosting ability, and get +16 AC. Or you could take Unknowing Mind, Cexpertise for the increase in your Attack Bonus (+30) and even without the ratio-boosting DvAs get +32 AC, and still have the option of converting it back to attack bonus if you think you're not in danger of being hit. AC boosting abilities are not balanced against attack bonus boosting abilities.

You're stacking multiple abilities to get a benefit better than single abilities.

So you're admitting that they're underpowered, but have role-playing applications? That's not well-balanced.

Just because some powers are not as effective in combat as others doesn't mean they are unbalanced. Thieving [Effect] is the perfect example of this.

In fact, the fact that not everyone is concerned with power is why it's even more important to make the abilities balanced. If they were, players could take whatever they thought was fun and not risk accidentally making themselves useless to the rest of the party.

LOL! Actually some people play to roleplay, not roll-play.

It's not even hard to think of in-combat applications for Sideways Stealing, but since they have no rules, its "DM makes something up" time. I've had players annoy wizards by stealing the text from their spellbooks, and fighters by stealing the edges of their swords. Bypassing Prismatic Spheres by stealing their colour, rendering them powerless.

Hardly universally beneficial for combat though.

Did I ever say that WotC was fine? WotC's representatives aren't coming into this thread and claiming that 3rd edition is 'Wonderfully Balanced'.

"Wonderfully balanced" as in, balanced to the same extent as the Core Rules or Epic Level Handbook.

I am aware of the balance issues in 3.5e. And you're massively understating the scale of the issues here. I haven't even touched on '1300 abilities' or 'level 1000 play'. This is just the issues present at level 100 and below (well, probably between levels 30-100, prophet-level balance isn't that much worse than 3.5e, but that's mainly because they don't qualify for most of the good abilities.), since those are the only ones you're still claiming are balanced.

I'm happy to go over any Divine Abilities you think are notably too powerful or too weak. Feel free to list them.

Cosmic abilities are potentially a different matter. Unattainable until ECL 60+ and even then, you can't get 2 Cosmic Abilities until about ECL 120+. Plus they are esoteric powers, meaning the deity would have to find them first.

Nope. You need War Hulk from the Miniatures handbook (which is pretty fringe as far as 'core' material goes) and Hulking Hurler from Complete Warrior.

I'll defer to your power gaming knowledge on this one.

Again with the 00"could be abused by power gamers" thing. I haven't even talked about actual abuses and power gaming yet.

That seems to be all you're doing. From what you have said above you must stand over the shoulder of your fellow gamers and say "Don't take that power take this one because otherwise you are no use to our party."

And you seem to be massively unaware of just how huge the gulf in power between an even vaguely optimised character and an unoptimised one is.

On the contrary, in the Challenge Ratings/Encounter Level document (free pdf) I actually specifically explained to DMs how to tackle the difference between Basic Groups and Min-Maxed Power Gamers.

In 3.5, core only, I think you'd be called insane if you asked someone to make you a 10th level human fighter that could take on ten other 10th level human fighters with equal wealth but no optimisation*. A 60th level Lesser Deity Human Fighter can very easily be optimised (and not even using any of the really dirty tricks, like Cosmics on items) to take down ten on one, or even twenty on one odds with the same restrictions (and he probably wouldn't even take significant damage doing so). That's not "some abilities are more powerful than others", or "there's potential for power gamers to abuse the system", that's "even a small difference in the skill level of the players means they're totally incapable of playing the same game". If you want me to prove it, I will. I'll make three 60th level Lesser Deity Human fighters, one naïvely built but superficially viable, one well optimised one that can take down 10 of the weak one, and one "power gamer" one which demonstrates the gulf between what you think is power gaming, and what power gamers actually come up with.

The idea that min-maxing makes a difference is hardly a revelation. Of course it makes a difference - thats the whole point of it! :lol:

The higher in level you ascend then the greater the potential for min-maxing and thus the greater the potential power disparity.

And, if a representative of WotC comes along and starts making claims about how amazingly balanced 3.5th ed is, you can be sure that I won't be giving him an easy time.

I'm happy to hear all constructive criticism. But it has to be measured against the facts.

1. The game is exponentially more difficult to balance the higher you go.
2. The game is exponentially easier to abuse (min-max) the higher you go.
3. The game is exponentially more difficult to balance the greater the number of options you introduce (I have over 1300 in the book, the players handbook has about 80 feats and 250 spells by comparison)

No, I'm saying that a build that features one of those abilities will beat 90% other character concepts (not builds, concepts) without even being very good at anything else.

Thats like saying 90% of 20th-level Wizards are notably more powerful than a 20th-level Fighter.

Nullification is the worst, since a pure caster, monk or fighter cannot beat someone with Nullification, no matter what they do, unless they're massively higher level, also have Nullification, or have Abrogate and the other person does not.

Its one of the more annoying powers to deal with but its not as all-encompassing as you make out.

I'll answer that by pointing out that when a product has needed errata, at least some of the time, that erratum has been published, and usually within four years.

Perhaps it has escaped your attention, but I have actually answered EACH AND EVERY SINGLE post or comment on the Eternity Publishing message boards for the past 4-5 years to do with problems or errata for both the Epic Bestiary and Ascension. In fact I basically answer every question thrown my way.

Same thing for anyone who has ever emailed me on such matters.
 

Actually, you've been doing half of that - the other half of what I said was "instead of going on about the problems."

If U_K doesn't want people going on about problems, he shouldn't insist that there are no problems. If even you admit that the game is unbalanced, surely you should see why he shouldn't be able to get away with claims pertaining to the IH and good balance.

And yes, a perfectly balanced game can't exist, but calling the IH merely 'imperfect' is a massive understatement. You can easily do a lot better. Even a bad fighter in 3.5 stands a reasonable chance at at least doing some damage to a good one before he loses. With the IH? He'll be dead in one round, won't be capable of even touching the other guy's AC, and automatically loses initiative. It takes a class which is pretty much munchkin-proof (straight core Fighter) and turns it into a complete disaster.

I'm not sure why you talk about making a lesser deity that could wipe out other lesser deities, since the issue is one of how often an ability is used, rather than its power.

If one build always annihilates many others, then there's no point in using any of those obsolete builds. They'll get used none of the time, which is not a very high proportion. And it's not even a matter of power gaming over role playing, since if you even want to be able to play the game at all, you'll not use a bad build, because you can't role play when you're dead.

You criticize the pace of his release of errata; that's just how he writes.

"That's just how he writes" isn't an excuse. And I object to the use of the term "pace". That implies that errata are being release, albeit slowly. Upper_Krust will never publish a collection of errata for the IH. It will forever be unfinished.

Upper_Krust said:
Incidently to shapechange into an Astral Hydra you would need to be at least Level 58, in divine terms that means you should be bordering on an Intermediate Deity.

You should? Where does it say that? What's wrong with 58 HD Prophets or Quasi-Deities?

Well, firstly it wouldn't be 60 damage at 58 Hit Dice, now would it.

Secondly, you could argue that the Astral Hydra should really only get 2 breaths every round.

No, you're right, at 58 HD, your 2 DvA slots only net you 58 damage on average every 1d4 rounds. That's even worse. And if the Astral Hydra only gets two breaths every round, Greater Divine Breath only gets 0.25 breaths every round. Which again, isn't an improvement.

You do need to have encountered the monster you are shapechanging into of course.

Doesn't say that in the ability writeup. Is this another case where the DM makes something up?

Yet you seem to be listing MULTIPLE abilites as required to (in your own words) 'accomplish anything' (as per the next quote). If you are 'requiring' MULTIPLE divine and cosmic abilities then you are encroaching on ECL 100 play as it is.

Haha, no. Multiple divine abilities (I didn't mention a single cosmic in the next quote) can be obtained at very low levels. At ECL 40, less than half of your cutoff, you've got an effective nineteen DvA slots, more if you take a Divine Handicap.

Also, good back-pedalling there. Before, it was "up to level 100 is balanced", but now it's "as long as you're not even close to level 100, it's balanced".

Your fix is what?

Ban it. Even if it weren't overpowered, it treads on the toes of casters and wild shapers. There's no reason for a DvA that renders an entire class obsolete.

So some powers are less effective than others, how is this any different from spells and feats?

Because if you have a few bad feats, the worst that happens is that you'll be a few points behind the damage curve, or maybe be slightly less versatile, or specialised at a technique that comes up rarely. If you have a few bad DvAs, you can't do anything at all and all the monsters you encounter will laugh at your puny attack bonus as it pings off their invincible armour before grinding you into the ground in a single full-power-attack.

I've always thought that attack was the best defence.

So you're admitting that your game is unbalanced in favour of offensive abilities. I'm not seeing your case for "wonderful balance" here.

...and thus ECL 160-200 which is borderline where the game is loosely balanced to (even by my definition of the term in your eyes).

Actually, in this case, the opposite is true. Since the AC-boosting ability scales with DvR while the Attack boosting one scales with ECL, this is the best case scenario. Every other combination of levels and divinity templates is even worse for you. Your ignorance to the numerical implications of your own system is telling.

You're stacking multiple abilities to get a benefit better than single abilities.

Okay, compare Cexpertise+Combat Mastery+Improved Combat Expertise+Heavenly Mind to Dodge+Improved Dodge+Supreme Dodge+Uncanny Dodge. They provide the same bonus type, for the same cost, yet the secondary benefit of the first group (since the primary benefit is increased attack bonus) is 50% better than the only benefit of the second. And the first one scales better with higher Wis. Need to get better at dodging things? No, don't take dodging-related abilities, just get better at punching things.

Just because some powers are not as effective in combat as others doesn't mean they are unbalanced. Thieving [Effect] is the perfect example of this.

It's not effective in combat at all. It literally does nothing. Superior Thieving Hand, given to a minimum HD lesser deity for free, can steal 30,030gp's worth of wealth per use, at a level where notable equipment is worth millions. You can't use it to steal artefacts, because they're too expensive. You can use it to steal money, but money is worthless. You can't use it to steal anything plot-related, since the mere act of anyone at that level caring about something means it's going to be worth hundreds of thousands of gold at least. And out of combat? Then you can just steal things normally, so it's not useful then either. Unless you want to use Thieving Breath to hoover up all the money from cities just to annoy them (since the entire wealth content of a city is basically pocket change to you). Its only use is being a dick to people much lower level than you. If an ability has no means of significantly affecting the world at levels at which it's available, it's unbalanced.

LOL! Actually some people play to roleplay, not roll-play.

You can't role play if you're dead. Which will be approximately six seconds into the first fight if you don't know what you're doing with the IH. And if you're not planning on getting into any fights, you're probably better off playing a game other than Dungeons and Dragons.

Hardly universally beneficial for combat though.

At least I tried. You just threw an ability out there that provided no mechanical benefit whatsoever, in or out of combat.

"Wonderfully balanced" as in, balanced to the same extent as the Core Rules or Epic Level Handbook.

Back-pedalling again, are we? Nobody thinks the core rules are wonderfully balanced. 3.5e is a notoriously poorly balanced system (as people keep saying), and the ELH has the Epic Spell system, quite possibly the least well balanced magic system ever constructed.

On the contrary, in the Challenge Ratings/Encounter Level document (free pdf) I actually specifically explained to DMs how to tackle the difference between Basic Groups and Min-Maxed Power Gamers.

Oh, you can adjust the encounter level of encounters. That's going to make the underpowered members of the party feel so much better that they're being overshadowed by the effective ones. Now they don't get to do anything and don't get as much XP. It's a win-win situation.

The idea that min-maxing makes a difference is hardly a revelation. Of course it makes a difference - thats the whole point of it!

The higher in level you ascend then the greater the potential for min-maxing and thus the greater the potential power disparity.

So if you were aware of this, why make claims pertaining to balance?

I'm happy to go over any Divine Abilities you think are notably too powerful or too weak. Feel free to list them.

Okay, so we've done Thieving Effect, which is useless. Sweat Born is useless, and in fact actively detrimental in many cases (you get a child with needs immediately, rather than an egg you can stick in an incubator), and is an Epic Feat at best. X-Ray Vision is next to useless. You can spend several rounds concentrating to look through walls, as long as they're not lead lined (and anyone relevant at Epic can afford to lead line everything they build, and will do so as a divination protection anyway) Woo. Not worth a DvA unless the Concentration requirement is dropped and the range is buffed. Weapon Breaking is basically worthless, since anyone who can threaten you will be capable of damaging you past your DR, so it never procs. Unyielding Damage Reduction is even worse, since it damages people, who have more HP than weapons, and is going to deal 30 damage a hit at best. Not that it will ever proc since nobody that weak would ever consider meleeing anything. Weapon Depreciation is a limited-use version of Heavenly Body that only works against magic weapons of a specific type (also it prevents a pathetic amount of damage, but attack bonus is important, and damage is not). Heavenly Body is already a weak ability, so one that works less than one third of the time is definitely too weak. Spell Shot is massively overpriced. Probably, but you didn't actually explain what it does, so I guess we'll never know. Since it requires a Free Action, Spell Absorption doesn't work when it's not your turn, making it almost useless. Silver Tongue lets you use Quickened Charm Monster with an irrelevant DC at will. Woo. Useless against anything you'd actually need to use it on. Self Mastery as written only provides decapitation immunity, which is sufficiently rare as to be a waste of a divine (especially as Mutability gives that and more for the same cost). Quickness is overpriced. You just don't stay in combat for that many rounds in a day to make taking Blinding Speed more than twice worth it, even if you don't have access to casters who can Haste you. It /might/ be worth it if it were Ex, and that's still tenuous. Perfect Mind and Perfect Body are worthless, since everyone gets infinite sub-epic wealth for free, and Wish as an SLA. Fights are so short that Mercurial will never really be worth a DvA. Goetic Blood is a liability. Useless most of the time because the summons it creates will probably be ignored, and as soon as you come up against someone with a Cleave-based build, you'll find yourself accidentally giving them as many free attacks as it takes to kill you. Force Field is the king of all weak DvAs. Its protection from special attacks ability rarely comes into play because its HP is so pathetic. Could be buffed massively and still be weak. Enlarge Aura is a waste of time. Divine Auras are huge, and there's not really that much to be gained from making them bigger. Similarly, the Superior Aura abilities are all a waste of slots because their DCs are so low as to be irrelevant, and the Morale bonuses aren't worth spending that many DvAs on. Divine Sorcery is obsoleted by Anyfeat. Blood Strike looks really bad next to all the Power Attack boosting abilities. Trading damage 1:1 with an opponent is barely worth a feat, let alone a DvA. Definitely needs a better ratio. Asport is DC Irrelevant again. Although if the DC were any good it would immediately become massively overpowered, so there's little to be done for it. Aligned Effect is worse than the already weak Energy Effect. +1 damage per die isn't worth an effect which does nothing more than 2/3rds of the time. Apocrypha is almost useless since most Divination abilities don't give a save.

Shapechange has been done. Anyfeat lets Sorcerers gain the equivalent of Enlightened as soon as they can take DvAs, despite Enlightened being a Cosmic ability. It also has serious issues with interacting with Permanent Emanation. Diseased effect and Negative Energy Effect will take someone out of a fight in a single hit. There's no need for them to be that much better than Withering, which is already good. Superior Critical Multiplier is the prime 'megadamage' offender. Should be a Cosmic (and Greater Critical Multiplier should be a Divine). Squamous and its ilk are better than actual armour, they obsolete magical armour except as a receptacle for Exoskeleton. Nescient has no applications that aren't of dubious validity. Cozen is horrendous. It doesn't allow a save, and a full attack from a thief will probably strip someone of all their DvAs, granting the thief a huge power boost in the process. Bane Effect and Bane guard are made hilarious by Animus, as they apply against everything. Bane Effect is especially bad, since it outdamages Divine Effect by a factor of three, and is actually of a better damage type. And I'll save the biggest problem for last. All of the X ability score to Y stat abilities are so good that having one is essential, and two is recommended as soon as you can afford it. SAD is horrible for variety, and all of those abilities enforce one-ability-score builds across the board. With them, a Sorcerer going up against a Barbarian in an Antimagic Field would probably end with the Sorcerer winning. In melee. With his bare hands.

Cosmic abilities are potentially a different matter. Unattainable until ECL 60+ and even then, you can't get 2 Cosmic Abilities until about ECL 120+. Plus they are esoteric powers, meaning the deity would have to find them first.

You'll note that 60 is a smaller number than 100.

That seems to be all you're doing. From what you have said above you must stand over the shoulder of your fellow gamers and say "Don't take that power take this one because otherwise you are no use to our party."

That's not power gaming. That's just not wanting to be useless. Getting infinite damage with a pair of light maces using your Threat Range abilities is power gaming. A Sunwyrm Incarnate 22 Warblade 20 Fighter 20 Demi-Deity of Sky and Sun who can fly at three times the speed of sound, auto-wins initiative and gets 26 attacks per round against a target's flat-footed touch AC and then swift-moves into the ground beyond the reach of any retaliation is power gaming. A Star Elf Warblade 20 Eternal Blade 10 Annointed Knight 10 Dervish 10 Lesser Deity of Swords and Knowledge who gets 105 attacks per round, goes first even if she loses initiative, and adds Int twice to everything (except AC, which is three times) is power gaming. Robilars builds which get six AoOs every time anyone does anything within 30 feet of them and interrupt full attacks with Wind Strike are power gaming. Wizards who use Green Star Adept to qualify for Adamantine Body at ECL 30 and proceed to wrestle things twice their level to submission is power gaming. Gods of Death and Magic with nothing but Automatic Metamagic Capacity who can cast Energy Drain so many times in one round that they can kill Neutronium Golems in one shot, despite said Golems being immune to both Avasculate and Magic is power gaming. Nothing single-classed core-only builds can accomplish is even remotely similar to what happens when a power gamer gets hold of your rules.

Thats like saying 90% of 20th-level Wizards are notably more powerful than a 20th-level Fighter.

No it isn't, since a single ability choice involves nowhere near the amount of commitment a 20-level build involves. It's like saying 90% of all characters who took Improved Overrun are notably more powerful than characters who didn't. I challenge you to find a single feat (because that's what DvAs are the equivalent of) in core that you can just stick on any build to make it notably more powerful than any other build lacking it.

I'm happy to hear all constructive criticism. But it has to be measured against the facts.

1. The game is exponentially more difficult to balance the higher you go.
2. The game is exponentially easier to abuse (min-max) the higher you go.
3. The game is exponentially more difficult to balance the greater the number of options you introduce (I have over 1300 in the book, the players handbook has about 80 feats and 250 spells by comparison)

"It was inevitable that this product was going to be unbalanced" is not a justification for going around calling your product balanced.

Its one of the more annoying powers to deal with but its not as all-encompassing as you make out.

So, you're a Demi Deity Monk 42. How do you beat someone with Nullification (which is perfectly obtainable at this level)?

Perhaps it has escaped your attention, but I have actually answered EACH AND EVERY SINGLE post or comment on the Eternity Publishing message boards for the past 4-5 years to do with problems or errata for both the Epic Bestiary and Ascension. In fact I basically answer every question thrown my way.

Same thing for anyone who has ever emailed me on such matters.

I should not have to read all the hundreds of posts-long threads to find a ruling on something. That's not what an erratum is. If it's not compiled in a document that can be referenced at the table, it's basically useless.
 

If U_K doesn't want people going on about problems, he shouldn't insist that there are no problems.

He never once claimed that it doesn't have problems; you made that up.

If even you admit that the game is unbalanced, surely you should see why he shouldn't be able to get away with claims pertaining to the IH and good balance.

This manages to completely ignore everything I said about how epic 3.X is itself unbalanced and that U_K did a good job with what he had to work with. Surely even you should be able to realize that, given your obsession with "balanced" material even after several dozen, or several hundred, levels in a 20-level system.

And yes, a perfectly balanced game can't exist, but calling the IH merely 'imperfect' is a massive understatement.

That is a matter of opinion; stop pretending that yours has any weight.

You can easily do a lot better.

Really? I look forward to seeing what "better" system for epic and divine-level play in 3.X that you use.

Even a bad fighter in 3.5 stands a reasonable chance at at least doing some damage to a good one before he loses. With the IH? He'll be dead in one round, won't be capable of even touching the other guy's AC, and automatically loses initiative. It takes a class which is pretty much munchkin-proof (straight core Fighter) and turns it into a complete disaster.

The only complete disaster is your sweeping generalizations, which others have disproven through actual play using the IH material; check U_K's forums for more on that.

If one build always annihilates many others, then there's no point in using any of those obsolete builds. They'll get used none of the time, which is not a very high proportion.

This is another ridiculously sweeping generalization, which comes from the power-gaming mentality that U_K correctly cited you for having previously. The IH doesn't necessitate nor lend itself to "broken" builds any more than does any other supplement - you have to be actively trying to use it in that manner. Hence why you always seem to see things that way.

And it's not even a matter of power gaming over role playing, since if you even want to be able to play the game at all, you'll not use a bad build, because you can't role play when you're dead.

There's so much that's wrong with this that I don't even know where to start. First of all, your use of the relative term "bad" like it's some sort of absolute is a major point of failure in your assertion. Secondly, when you go on about how your optimized examples can kill anything less optimized, that is indeed a matter of power-gaming over role-playing. You're making the equivalent argument of saying that because someone can build Pun-Pun, 3.5 is a broken game.

"That's just how he writes" isn't an excuse.

It's not an excuse because no excuses are necessary - he doesn't owe you anything.

And I object to the use of the term "pace".

Objection overruled.

That implies that errata are being release, albeit slowly. Upper_Krust will never publish a collection of errata for the IH. It will forever be unfinished.

Good to know that you get to decide if U_K will update the work or not, and that you get to decide when it is and isn't finished. Most people would leave that up to the author/publisher, but apparently it actually falls on your shoulders.
 

He never once claimed that it doesn't have problems; you made that up.

No, he said it was "wonderfully balanced", and then back pedalled to use a definition of "wonderful" that doesn't actually exist.

This manages to completely ignore everything I said about how epic 3.X is itself unbalanced and that U_K did a good job with what he had to work with. Surely even you should be able to realize that, given your obsession with "balanced" material even after several dozen, or several hundred, levels in a 20-level system.

No, no he didn't. At best, the IH is salvageable. I know, because I've DMed games using it. Without a DM being very heavy handed with restrictions on people's builds, it's almost impossible to get four players making characters that can adventure with each other. This is an effect I've actually observed, you can't claim it doesn't exist.

That is a matter of opinion; stop pretending that yours has any weight.

So, what experience do you have playing with the IH that makes you think your opinion is worth more? How many games? At what levels and with how many players?

Really? I look forward to seeing what "better" system for epic and divine-level play in 3.X that you use.

Go and look in the other IH thread on this forum. Just by implementing those houserules you improve on the IH considerably.

The only complete disaster is your sweeping generalizations, which others have disproven through actual play using the IH material; check U_K's forums for more on that.

I have no interest in reading the entire forum looking for evidence that you allege exists. Please link to posts from people who claim that they've played a game using the IH with no house rules that ended with all players being approximately equal in power.

This is another ridiculously sweeping generalization, which comes from the power-gaming mentality that U_K correctly cited you for having previously. The IH doesn't necessitate nor lend itself to "broken" builds any more than does any other supplement - you have to be actively trying to use it in that manner. Hence why you always seem to see things that way.

I've played both vanilla 3.5 and IH games. There were far more broken builds in the latter than the former. If you have evidence to the contrary, please post it.

There's so much that's wrong with this that I don't even know where to start. First of all, your use of the relative term "bad" like it's some sort of absolute is a major point of failure in your assertion. Secondly, when you go on about how your optimized examples can kill anything less optimized, that is indeed a matter of power-gaming over role-playing. You're making the equivalent argument of saying that because someone can build Pun-Pun, 3.5 is a broken game.

You see, you actively have to try to break 3.5 with things like Pun-Pun. If you tell two people to make non-casting characters for a core 3.5 game and they don't communicate with each other, chances are they'll arrive at the table with roughly equivalent characters. Do the same with the IH and chances are one character will be on such a different level to the other that he may as well be a 1st level commoner for all he's going to accomplish. The IH is sufficiently unstable that players will probably break it without even trying. And bad characters are an absolute standard. I've seen people come up with primary melee characters who can't hit their own AC, or battlefield control casters whose save DCs are utterly inadequate to even challenge monsters of their level, let alone NPCs. Characters that rely on energy damage, sneak attack or illusions but have no methods of penetrating the omnipresent immunities to said abilities. Making an entirely useless character is a likely outcome of a person making a character with the IH rules for the first time.

It's not an excuse because no excuses are necessary - he doesn't owe you anything.

I paid money for a product he never finished. He does owe me something.

Good to know that you get to decide if U_K will update the work or not, and that you get to decide when it is and isn't finished. Most people would leave that up to the author/publisher, but apparently it actually falls on your shoulders.

I'd say that a book with placeholder art, abilities that don't do anything, abilities that refers to templates that haven't been written up due to being in cancelled products, and was originally going to contain the statistics of various characters and monsters which were shifted into another product, which was subsequently cancelled is unfinished.
 

Hey Buugipopuu! :)

If you list everything (you have found) 'broken' in Ascension I'll update it and release the new version. Can't say fairer than that.

However, by 'list' I mean an actual list.

Like...

1. Shapechange: Problem is...etc.
2. Entropy Portfolio: Problem is...etc.

I have looked at the wall of text in some of your paragraphs below and it really just looks a quagmire.

No, you're right, at 58 HD, your 2 DvA slots only net you 58 damage on average every 1d4 rounds. That's even worse. And if the Astral Hydra only gets two breaths every round, Greater Divine Breath only gets 0.25 breaths every round. Which again, isn't an improvement.

I think that, while numerically fairly weak, its the abuse of Shapechange thats really the problem here.

Doesn't say that in the ability writeup. Is this another case where the DM makes something up?

Sorry I thought that it was common sense you had to actually encounter a monster before you could shapechange into one. How did you imagine a wizard (or character with shapechange) knew what to shapechange into?

Also, good back-pedalling there. Before, it was "up to level 100 is balanced", but now it's "as long as you're not even close to level 100, it's balanced".

Up to Level 100 individual powers and abilities are about as balanced as the core rules or epic level handbook (allowing for greater potential min-maxing of course).

Ban it. Even if it weren't overpowered, it treads on the toes of casters and wild shapers. There's no reason for a DvA that renders an entire class obsolete.

Actually I just looked over Ascension and on the Divine Ability table it lists Shapechange as requiring Wildshape 5/day. Thus it should only be available to Druids. Unfortunately, in the entry for that Divine Ability the wildshape thing is not mentioned under the Prerequistes.

Because if you have a few bad feats, the worst that happens is that you'll be a few points behind the damage curve, or maybe be slightly less versatile, or specialised at a technique that comes up rarely. If you have a few bad DvAs, you can't do anything at all and all the monsters you encounter will laugh at your puny attack bonus as it pings off their invincible armour before grinding you into the ground in a single full-power-attack.

I disagree. I don't think the monsters (and lets be honest we are talking about my Epic Bestiary here) are designed in the power gamer tradition. They are given a flat Challenge Rating so that typical campaigns will base their threat level on that.

So you're admitting that your game is unbalanced in favour of offensive abilities. I'm not seeing your case for "wonderful balance" here.

No, I'm saying that if you take only combat feats you'll be better in combat than someone who has taken skill feats and so forth.

But I'd rather not force people into becoming power gamers.

Okay, compare Cexpertise+Combat Mastery+Improved Combat Expertise+Heavenly Mind to Dodge+Improved Dodge+Supreme Dodge+Uncanny Dodge. They provide the same bonus type, for the same cost, yet the secondary benefit of the first group (since the primary benefit is increased attack bonus) is 50% better than the only benefit of the second. And the first one scales better with higher Wis. Need to get better at dodging things? No, don't take dodging-related abilities, just get better at punching things
.

So one combination of four different powers is better than another combination of four different powers. If I choose 4 random feats from the PHB will they be as useful as someone choosing 4 combat feats from the PHB? No, of course not.

It's not effective in combat at all. It literally does nothing. Superior Thieving Hand, given to a minimum HD lesser deity for free, can steal 30,030gp's worth of wealth per use, at a level where notable equipment is worth millions. You can't use it to steal artefacts, because they're too expensive. You can use it to steal money, but money is worthless. You can't use it to steal anything plot-related, since the mere act of anyone at that level caring about something means it's going to be worth hundreds of thousands of gold at least. And out of combat? Then you can just steal things normally, so it's not useful then either. Unless you want to use Thieving Breath to hoover up all the money from cities just to annoy them (since the entire wealth content of a city is basically pocket change to you). Its only use is being a dick to people much lower level than you. If an ability has no means of significantly affecting the world at levels at which it's available, it's unbalanced.

So in your opinion, every feat, divine ability and so on MUST give a combat advantage or its worthless? Can we not have feats or abilities that are just for fun? That just let you do some cool roleplaying stuff?

You can't role play if you're dead. Which will be approximately six seconds into the first fight if you don't know what you're doing with the IH. And if you're not planning on getting into any fights, you're probably better off playing a game other than Dungeons and Dragons.

First fight against who? Not the monsters for one thing. Maybe the first fight on min-maxed versus boards.

At least I tried. You just threw an ability out there that provided no mechanical benefit whatsoever, in or out of combat.

Exactly, some feats and abilities and spells DON'T NEED TO BE USEFUL IN COMBAT! :D

Back-pedalling again, are we? Nobody thinks the core rules are wonderfully balanced. 3.5e is a notoriously poorly balanced system (as people keep saying), and the ELH has the Epic Spell system, quite possibly the least well balanced magic system ever constructed.

Why should the Immortals Handbook be judged by higher standards than the core rules? As I said before, I'm flattered by it, but it seems a bit out of place.

Oh, you can adjust the encounter level of encounters. That's going to make the underpowered members of the party feel so much better that they're being overshadowed by the effective ones. Now they don't get to do anything and don't get as much XP. It's a win-win situation.

I get the impression that the last thing you are concerned about is overshadowing 'underpowered members of the party'.

So if you were aware of this, why make claims pertaining to balance?

Simply because I don't wear the power-gamer tinted glasses that you do. There is game balance and then there is power-game balance. I'm only going for game balance.

Okay, so we've done Thieving Effect, which is useless.

...but fun.

Sweat Born is useless, and in fact actively detrimental in many cases (you get a child with needs immediately, rather than an egg you can stick in an incubator), and is an Epic Feat at best.

Sweatborn means you don't have to run around pregnant for 9 months.

X-Ray Vision is next to useless. You can spend several rounds concentrating to look through walls, as long as they're not lead lined (and anyone relevant at Epic can afford to lead line everything they build, and will do so as a divination protection anyway) Woo. Not worth a DvA unless the Concentration requirement is dropped and the range is buffed.

Hmmm. Maybe 1 foot of lead, adamantine etc. 10 feet of (other) metals, 100 feet of stone and 300 feet of wood/earth. That would mean you could casually see through most walls, but you'd need to concentrate to see through lead-lined walls or really far through the Earth.

Weapon Breaking is basically worthless, since anyone who can threaten you will be capable of damaging you past your DR, so it never procs.

Surely this is useful when you get attacked by mobs of weaker creatures? I mean I understand its not much use against beings more powerful than your character, but it is still useful.

Unyielding Damage Reduction is even worse, since it damages people, who have more HP than weapons, and is going to deal 30 damage a hit at best. Not that it will ever proc since nobody that weak would ever consider meleeing anything.

Same answer as for Weaponbreaking.

Weapon Depreciation is a limited-use version of Heavenly Body that only works against magic weapons of a specific type (also it prevents a pathetic amount of damage, but attack bonus is important, and damage is not).

I should probably have made it 5 + divine rank, rather than just divine rank.

Heavenly Body is already a weak ability, so one that works less than one third of the time is definitely too weak.

Heavenly body is an AC bonus, Weapon Depreciation gives an AC bonus (effectively) AND reduces enemy damage.

Spell Shot is massively overpriced. Probably, but you didn't actually explain what it does, so I guess we'll never know.

It is a bit vague, apologies for that. Its meant to let you stack spells on top of arrows (or any missile weapons). So for instance you could shoot an arrow and it will explode like a fireball etc.

Since it requires a Free Action, Spell Absorption doesn't work when it's not your turn, making it almost useless.

It should auto. stop one spell per round.

Silver Tongue lets you use Quickened Charm Monster with an irrelevant DC at will. Woo. Useless against anything you'd actually need to use it on.

Its not meant to be a combat 'take down' of the BBEG. Its more of a Roleplaying ability.

Self Mastery as written only provides decapitation immunity, which is sufficiently rare as to be a waste of a divine (especially as Mutability gives that and more for the same cost).

In my experience, vorpal weapons are quite popular at epic levels.

Quickness is overpriced.

You would still be hasted in Anti-magic.

*SNIP*Actually thats as far as I am going. If you reformat the wall of text into an actual list then I'll go over everything. But that wall of text is just killing me here. :D

You'll note that 60 is a smaller number than 100.

I still think the game is well balanced with only 1 cosmic in play. I think the big trouble starts when multiple cosmic abilities start to come into play.

No it isn't, since a single ability choice involves nowhere near the amount of commitment a 20-level build involves. It's like saying 90% of all characters who took Improved Overrun are notably more powerful than characters who didn't. I challenge you to find a single feat (because that's what DvAs are the equivalent of) in core that you can just stick on any build to make it notably more powerful than any other build lacking it.

Divine Abilities are worth more than feats. Thus any swing in disparity will be greater.

"It was inevitable that this product was going to be unbalanced" is not a justification for going around calling your product balanced.

Its not unbalanced up to Level 200 unless you start power gaming for TEH L33T character builds.

So, you're a Demi Deity Monk 42. How do you beat someone with Nullification (which is perfectly obtainable at this level)?

You punch them.

...you know that Nullification only works on feats don't you? It doesn't work on Divine Abilities...or Magic Items...etc.

I should not have to read all the hundreds of posts-long threads to find a ruling on something.

...you could have always just asked me, you know, like TrueSpade did. You don't have to bottle it all up, that way leads to the dark side. :)

That's not what an erratum is. If it's not compiled in a document that can be referenced at the table, it's basically useless.

As stated above, if you compile a list of the (specific) problems, I'll fix them all and rerelease a new version of Ascension.
 

Buugipopuu said:
I'd say that a book with placeholder art,

There is no placeholder art. The books interior art was initially going to be 21 illustrations but ended up being 8 (IIRC). While thats disappointing (and the reason I didn't go ahead with a Print release for Ascension), many many pdfs are released with no art at all and in fairness I didn't think people were interested in it mainly for my art.

abilities that don't do anything,

I think you mean "abilities that don't do anything for power gamers".

abilities that refers to templates that haven't been written up due to being in cancelled products,

About 4-5 out of 1300 abilities just to weigh that all up in a book that gives about FOUR TIMES as many options as the Players Handbook.

and was originally going to contain the statistics of various characters and monsters which were shifted into another product, which was subsequently cancelled is unfinished.

So I cut out one (extreneous) chapter, its not like I made anyone pay for the missing bits.

Its not like WotC where you have dozens of staff to help with everything. I had to do the conception, the design, the writing, the layout, the art, literally all on my own. To compound that I was working with probably the most complex (in terms of the amount of working parts) RPG of all time taking it to levels of play even more complex than anyone had ever imagined.

Yes it would have been nice to do another 100 pages of sample deities. But it would have taken ages.
 

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