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So, about defenses aka. PHB2 defenses feats
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<blockquote data-quote="KarinsDad" data-source="post: 4744151" data-attributes="member: 2011"><p>It sucks due to boredom. More the slim chance to hit than the high chance to get hit (but that sucked because few options were available to prevent it).</p><p></p><p>As for the example, it is floating around here somewhere. I did it about a month ago.</p><p></p><p>Thanks for your candid answers. You are the only person posting here that has discussed his Epic level experience.</p><p></p><p>I am taking away from what you responded with that fixing the to hit (both monster and PC) math, at least for me, is important (and of course, one could fix the math by decreasing the level of the opponents by one at Paragon level and by two at Epic level without changing mechanics at all).</p><p></p><p>After fixing the math, it then becomes important to play a different game than at heroic:</p><p></p><p>1) Many Epic creatures fly. Fly down, grab Fighter, fly up, drop Fighter. Sure, it's an old tactic, but one which will freak out players if done occasionally.</p><p></p><p>2) Have Lava to fall in, or Ledges to fall off, or raging Rivers to fall in, or areas of weird magic, or other more challenging terrain features.</p><p></p><p>3) No longer play the game on the ground. Play it in the air, play it hanging from the ceiling, play it from on top of pillars, in water, from within pits, or hanging by ropes, etc.</p><p></p><p>4) Increase the abilities of some monsters. I already do this by adding an arcane or divine class template to Dragons, but something as simple as adding +1D8 damage at Paragon level and +3D8 damage at Epic level would make damage more of an issue. I want players to not want their PC to get hit, just like at first level. Adding teleport or insubstantial to a few monsters can make them more interesting.</p><p></p><p>5) Create more interesting skill challenges to complement the more interesting combat encounters. Sure, it's easy to fight a monster in front of the PCs. It's tougher to figure out who in the kingdom is spreading the rumors that are leading to civil unrest.</p><p></p><p></p><p>From my perspective, the game feels less grindy if the players are hitting with their powers every other round instead of one round in three or four. The problem with Epic level is the sheer volume of options that the players have. They can react to many different situations. So the trick there is to give them many different situations, especially ones they have never or rarely encountered before. The same ol' same ol' powers might feel grindy, but how to use them should feel unique. At least sometimes.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4744151, member: 2011"] It sucks due to boredom. More the slim chance to hit than the high chance to get hit (but that sucked because few options were available to prevent it). As for the example, it is floating around here somewhere. I did it about a month ago. Thanks for your candid answers. You are the only person posting here that has discussed his Epic level experience. I am taking away from what you responded with that fixing the to hit (both monster and PC) math, at least for me, is important (and of course, one could fix the math by decreasing the level of the opponents by one at Paragon level and by two at Epic level without changing mechanics at all). After fixing the math, it then becomes important to play a different game than at heroic: 1) Many Epic creatures fly. Fly down, grab Fighter, fly up, drop Fighter. Sure, it's an old tactic, but one which will freak out players if done occasionally. 2) Have Lava to fall in, or Ledges to fall off, or raging Rivers to fall in, or areas of weird magic, or other more challenging terrain features. 3) No longer play the game on the ground. Play it in the air, play it hanging from the ceiling, play it from on top of pillars, in water, from within pits, or hanging by ropes, etc. 4) Increase the abilities of some monsters. I already do this by adding an arcane or divine class template to Dragons, but something as simple as adding +1D8 damage at Paragon level and +3D8 damage at Epic level would make damage more of an issue. I want players to not want their PC to get hit, just like at first level. Adding teleport or insubstantial to a few monsters can make them more interesting. 5) Create more interesting skill challenges to complement the more interesting combat encounters. Sure, it's easy to fight a monster in front of the PCs. It's tougher to figure out who in the kingdom is spreading the rumors that are leading to civil unrest. From my perspective, the game feels less grindy if the players are hitting with their powers every other round instead of one round in three or four. The problem with Epic level is the sheer volume of options that the players have. They can react to many different situations. So the trick there is to give them many different situations, especially ones they have never or rarely encountered before. The same ol' same ol' powers might feel grindy, but how to use them should feel unique. At least sometimes. [/QUOTE]
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So, about defenses aka. PHB2 defenses feats
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