Turanil said:
Okay, lets say that the multidimensional sword is epic rather than artifact. In any case, I personally like stuff like this rather than a flat-out +50 bonus. The multidimensional sword could probably do as much damage as a +50 sword; however, it's a question of aesthetic. For me +5, maybe +7 is the maximum enhancement an item should get. Otherwise, I do find +10 and beyond items silly (and at +50 totally ridiculous). So my personnal preference is to try to come up with explanations that lead to epic items that don't break the +5/+7 limit. As has been done for the sword. I think something similar could be attempted with other items:
-- Armor? It is not a metal armor. It is a bunch of elementals or castle walls that have been put in a warped dimension between the wearer and his environment. When creatures strike at the character, they don't strike at a +7 full-plate armor. No, they unknowingly must bypass several layers of stone walls, metal fortifications or what not. Hence it's next immpossible to hit them, and the character seems to end up with a +50 AC...
-- Wand of Fire? It doesn't cast normal fireballs. It opens a channel between the sun and the area where the spell is cast. Try to resist that... It looks like spell DC = 50 and magic resistance doesn't work (only a slim chance that the SR will actually resist the channeling aspect).
I hope you see my point.
Turanil,
I do see your point and I like your creative input. I really like how you are going to think out of the box. I have to ask though, when we design this module, are you we going to post it on ENworld and perhaps a few other places for others to play in, if so, and I thought that was the general plan, then evenutally every metal/castle armor and trans-dimensional sword will have to come down to a D&D stat that the d20 system can handle.
I don't mind calling things one thing or another, but if in the end, if a +50 suit of armor has the same protection as a suit +5 of castle fortification (good luck if you pierce the privies

) then why not just call it a +50 suit of armor and give it a really cool history. Some people do read those descriptions on the items history you know.
I don't want you too get mad and decide not to help out becuase you may think everyone is harshing down your ideas, we aren't. I really like your ideas. But in the end we have to have something that fits in the game and that will be a challange to others who want to run it. If another DM picks up this module and has his party make characters, they won't have access to your creative mind for a source book, they will go to the EPHB, as broken as it can be.
In the end, it doesn't really matter if we allow them +50 market price weapons with a +25 weapon enhancement on them or a blade that can cut through dimensions if they do the same general thing in the end. Does that make sense? I hope so.
Anyway, I made a Dwarven Defender since Yair has posted his character, I am posting this one. He doesn't have gear, but his stats are reflected as if he had certain items to boost stats. He doesn't have a weapon yet, so his weapon enhancement is not part of his attack bonus. I could have cheesed him out and taken two paladin levels and two monk levels and a few Legendary Dreadnuaght levels, but I am keeping things simple, one base class and one prestiege class, like I had said.
He is very tough, over 3,000 HP, 90 dr/-, fast healing 30 and he will be large size due to a permenant enlarge spell so his reach with a large chain would be 15' with improved whirlwind and improved combat reflexes, he should kick some butt. Of course, I guess it all depends on how we are doing gear, I would waste time with his gear right now cause I think we need to settle that issue before I spend time on a shopping spree.
Unbreakable: Male dwarf Ftr12, DD 88; Medium-size humanoid; HD 12d10 (72), 88dl2(612) + 2,400 (CON) + 3 (Toughness) hp 3,087; Init +21 ; Spd 50 ft., fly 60 ft. good; AC 35 (touch 15, + 20 natural + 5 DEX flat-footed 30); Atk +114/+109/+104/+99 melee (2d6+66/18-20/X2 (+1d6 on crit and fort save DC 100 or die)
Chain, Spiked) or max power attacking for 20 Atk +94/+89/+84/+79 melee (2d6+106/18-20/X2 (+1d6 on crit and fort save DC 100 or die)
Chain, Spiked) or +110/+105/+100/+95 (ld8+60, +0
warhammer) or +91 ranged (2d8+40/19-20/X3,
dwarven thrower); SQ Dwarf traits; AL LN; SV Fort (55+24=79), Ref (47+21=68), Will (51+17=69), DR 90/-, Fast healing: 30;
Str: 90 + 40
(Base 16 (10), +17 level enhancements, +30 enhancement, +5 inherit, +2 Ioun stone, Great STR XX)
Dex: 53 + 21
(Base 12 (4), +4 level enhancements, +30 enhancement, +5 inherit, +2 Ioun stone)
Con: 58 + 24
(Base 16 (10), + 2 racial, +3 level enhancements, +30 enhancement, +5 inherit, +2 Ioun stone)
Int: 21 + 5
(Base 14 (6), +6 enhancement +5 inherit)
Wis: 45 + 17
(Base 8 (0), +30 enhancement +5 inherit, +2 Ioun stone)
Cha: 19 + 4
(Base 8 (0), -2 racial, +5 inherit, +6 enhancement, +2 Ioun stone)
Skills and Feats: Climb +140(100), Jump +140(100), Swim +140(100), Ride +39(18), Tumble +71(50), Spot +117(100), sense motive +117(100)
Fighter Bonus Feats: Improved Critical (Chain, Spiked), Weapon Focus (Chain, Spiked), Weapon Specialization (Chain, Spiked), Greater Weapon Focus (Chain, Spiked), Greater Weapon Specialization (Chain, Spiked), Exotic Weapon Proficiency (Chain, Spiked), Epic Weapon Specialization (Chain, Spiked)
Character level feats to 20th level: Dodge, Mobility, Spring Attack, Combat Expertise, Whirlwind, Endurance, Toughness
Epic Character Feats: Cleave, Great Cleave, Power Attack, Combat Reflexes, Great Strength XX, Improved Whirlwind Attack, Blind Fight, Dire Charge
Epic Dwarven Defender Feats (26): Fast Healing X, Overwhelming Critical, Devastating Critical (DC 60 + STR40 + dc 100), Damage Reduction II, Epic Prowess X, Epic weapon focus (Chain, Spiked), Improved combat reflexes