Good point - but is that because, in S&S, "gods" aren't really gods in the D&D sense? I'm not sure.God-killing feels very S&S to me
Good point - but is that because, in S&S, "gods" aren't really gods in the D&D sense? I'm not sure.God-killing feels very S&S to me
Maybe, although there's a sense, isn't there, that Greece is the world, and thus that the death of so many Greek heroes is a type of cataclysm (not unlike the deaths of the Elven heroes in the Silmarillion).I'd place the Iliad somewhere in the middle of the Paragon tier.
It's a save/destroy the kingdom story, not a save/destroy the world story.
The Odyssey has more overtly supernatural threats, true, but I'm not sure the stakes are quite as epic. But maybe I'm not reading it properly - or, maybe (to relate back to Barastrondo's concern) it's an example of the personal epic quest.The characters are supremely skilled mortal warriors who engage in face to face duels with each other in between wiping out swarms of mooks. The gods have a rooting interest in the outcome, but they mostly stick to the background and let the mortals do their thing. (At least until the end).
I tend to think the Odyssey is more epic than the Iliad. The gods are more directly involved. Odysseus encounters more overtly supernatural threats. There's a literal journey Hades.
Very good point.Balesir;55115004e magic items are not what they were in earlier editions - at least said:artifacts[/B]. Artifacts can exist at any level and represent a huge, largely undeveloped, potential, it seems to me. They already filled the slot that "Rare" items seem intended to fill - and filled it far better, since their mechanics were aimed specifically at a DM-controlled, not a player-controlled game element. If you don't believe me, try reading the DMG section on them in detail. It's good stuff. All we need now are a lot more of them (or, alternatively, powers for them and more extensive design guidelines).
Good point - but is that because, in S&S, "gods" aren't really gods in the D&D sense? I'm not sure.
I have a suspicion Rob Schwalb is actually a pseudonym used by a large group of ghostwriters.Wait what one of the best designers in the edition is designing where only a few people can see it? That seems like a tremendous waste of work, especially since he's someone who should be able to get through the publishing barriers rather quickly.
Okay, I can certainly see that as a possible scenario. But I can also see alternatives. I have played at least one "affable rogue" in recent-ish history (tha character was a Bard, but he was definitely a "rogue" in the non-class sense!), and even though he was deeply invested in the "mundane" world as played, I can quite see making a conversion to be interested (as both character and player) in "epic" play. Given an evil god meddling in what he holds dear, and a realisation that "these 'divine' and 'immortal' types are no better than us!" combined with rage that "this upstart thinks he can destroy what I have worked for, just because he has some jumped up label of "god"??" I can easily see such a character drawn into epic quests. And, as a player, the thought of what an "affable, worldly rogue" might get up to when exposed to the planes beyond - now, that would be an adventure!Apologies for being unclear. Really, I was posting from the point of view that a character's motivations are generally going to be designed so that the player can do what he or she enjoys. If a character is an affable rogue with a skeptical disinterest in the divine, the player is probably interested in reinforcing that archetype.
Leaving aside that pretty much every story ever written has some element of evolving past a personality flaw, it seems to me that every D&D character (specifically D&D, as opposed to all RPGs) has to be built with a motivation to adventure. And I think that's all that is really needed to get into epic play - as long as the player is interested.Now, in some cases you see characters who are designed with the explicit intention of evolving past an initial personality flaw. For instance, a character who starts out with a hardened heart, but the player is hoping for the character to eventually open up and have a strong romance. But at a total guess, this is probably not the majority.
Understood - but the painting of the Epic tier as only being 'bashing demons to save the world' is a failure of marketing, in my view, on WotC's part. Especially when, as pemerton points out, they have products that show other possibilities to good effect.Oh, totally agreed. I'm only speaking up for the possibility that the reasons they might have can also include a disinterest in some of the core assumptions of epic play -- for instance, that every player would be interested in fighting demon lords or saving the world regardless of what character they're playing.
A good question, indeed, I think. One of the problems one faces developing and testing a computer game is that it's much easier to test the early stages of the game than to do a truly realistic test (i.e. one run through from the start, not with some assumed start conditions part way through) on the later stages. I think they may well be having this issue; a desire to test all the neat stuff at low level means they never get to epic level with characters developed from level 1. If you start at level 20, how can you have a personal quest that has developed organically? Plus, it makes it much more viable to build over-focussed 'OptiMax' characters if you don't have to actually play them for the first 20 levels...I find myself wondering how much experience the D&D designers have with playing/running in the Epic tier.
I agree completely with your second paragraph. But I think that your first paragraph sells short what a fight with Orcus in the Abyss means - if it's just a very dangerous boss fight, in my view the GM has done something wrong.
What I think is missing to an extent from WotC (although they hint at it in the campaign outlines that they sketch in Underdark and The Plane Above), is an account of how epic D&D can speak to the personal concerns of the players (as developed and expressed through their PCs actions in the gameworld) while at the same time connecting to the metaphysical and otherworldly aspects of the game.
Okay, I can certainly see that as a possible scenario. But I can also see alternatives. I have played at least one "affable rogue" in recent-ish history (tha character was a Bard, but he was definitely a "rogue" in the non-class sense!), and even though he was deeply invested in the "mundane" world as played, I can quite see making a conversion to be interested (as both character and player) in "epic" play. Given an evil god meddling in what he holds dear, and a realisation that "these 'divine' and 'immortal' types are no better than us!" combined with rage that "this upstart thinks he can destroy what I have worked for, just because he has some jumped up label of "god"??" I can easily see such a character drawn into epic quests. And, as a player, the thought of what an "affable, worldly rogue" might get up to when exposed to the planes beyond - now, that would be an adventure!
Leaving aside that pretty much every story ever written has some element of evolving past a personality flaw, it seems to me that every D&D character (specifically D&D, as opposed to all RPGs) has to be built with a motivation to adventure. And I think that's all that is really needed to get into epic play - as long as the player is interested.
Understood - but the painting of the Epic tier as only being 'bashing demons to save the world' is a failure of marketing, in my view, on WotC's part. Especially when, as pemerton points out, they have products that show other possibilities to good effect.
That is something I wonder as well, especially with how little epic support they have and how solos are often designed. They'll make fantastic solos, but then trip up at the last second without mechanics to avoid daze/dominate/stun spam. I mean sure, at this point any 4E GM worth his salt should just add them in the first place - but it does make me wonder if they realize just how their game plays in that tier.I find myself wondering how much experience the D&D designers have with playing/running in the Epic tier.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.