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So what is high level play like?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9052832" data-attributes="member: 6790260"><p>It really only "works"--in the sense of every PC getting to have fun gameplay--if everyone is pushing the envelope at least a bit (and probably more than a bit.)</p><p></p><p>I joined a mid-teens gestalt game that then upgraded to Epic (intending to freshen things up...it didn't go as well as the participants would have liked.) Basically they'd had a guy for a long time but he had to leave the game, so they looked for a replacement, and went with me. Rules defaulted to PF1e standards, but with specific 3.5e rules elements, and all (non-Dragon) 3.5e content was implicitly approved, plus some pre-approved homebrew stuff. We had, off the top of my head...</p><ul> <li data-xf-list-type="ul">First player was doing an unusual rogue-based thing initially, I don't think I ever fully understood what was going on with it. When we went Epic, he flipped to a "good undead" Sarenrae...paladin-bard-hybrid thing. Both were quite powerful, but pretty specialized.</li> <li data-xf-list-type="ul">Second was a classic "Omniscificer," artificer cheesed out the wazoo. Wasn't <em>too</em> bad at the teen levels, but when we went Epic he became nearly omnipotent, having a near-unlimited supply of free resources for spontaneously creating magic items <em>and</em> the ability to craft a custom magic item in, I'm not joking, <em>seconds</em> as opposed to the <em>weeks</em> of work normally required. Probably the most powerful character present.</li> <li data-xf-list-type="ul">Third was copper dragon Sorcerer/Incantatrix, with Bard and Paladin for support effects.</li> </ul><p>And, to be clear, I wasn't a slouch either. Gestalt Druid/Planar Shepherd (Syrenia, fluffed as Celestia)||Wizard/Geomancer/Archmage. With the Pathfinder rules, I had like seven different ways of boosting my caster <em>on demand</em>, and 3.5e added several other continuous passive buffs and more cumbersome (read: "for morning buff phase only") options. Because of Geomancer and the obscure 3.5e feat Academic Priest, <em>all</em> of the characteristics of my Druid spellcasting worked off of Intelligence rather than Wisdom, so I was able to hyperfocus on Int and Cha and leave most everything else out. Shapeshift forms attended to any physical stat needs, as those were based on 3.5e rules, and I had enough spells to rout armies and feed large towns. Fluff and flavor built off more or less the Circle of Stars concept, albeit before that released--character was a scholar of the planes, raised by an adoptive dragon mother and human father, the former taught him wizardry, the latter druidry, which he fused together into something greater.</p><p></p><p>We could <em>demolish</em> whatever the DM threw at us. They even got real tricksy once, and created an illusionist (or perhaps shadowcaster? not sure) opponent, whose illusions were <em>more than 100% real</em> and which became MORE real if you succeeded on your save against them! That was actually a bit tough, but we won the day within like four or five rounds nonetheless.</p><p></p><p>So, yeah, I've seen what happens when you play in a game where a fully SAD gestalt Planar Shepherd/Wizard <em>isn't even the most powerful character</em>, and it really does become a nightmare to DM. I felt so bad for them. It was very fun to play, though, as long as you remembered all the moving parts.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9052832, member: 6790260"] It really only "works"--in the sense of every PC getting to have fun gameplay--if everyone is pushing the envelope at least a bit (and probably more than a bit.) I joined a mid-teens gestalt game that then upgraded to Epic (intending to freshen things up...it didn't go as well as the participants would have liked.) Basically they'd had a guy for a long time but he had to leave the game, so they looked for a replacement, and went with me. Rules defaulted to PF1e standards, but with specific 3.5e rules elements, and all (non-Dragon) 3.5e content was implicitly approved, plus some pre-approved homebrew stuff. We had, off the top of my head... [LIST] [*]First player was doing an unusual rogue-based thing initially, I don't think I ever fully understood what was going on with it. When we went Epic, he flipped to a "good undead" Sarenrae...paladin-bard-hybrid thing. Both were quite powerful, but pretty specialized. [*]Second was a classic "Omniscificer," artificer cheesed out the wazoo. Wasn't [I]too[/I] bad at the teen levels, but when we went Epic he became nearly omnipotent, having a near-unlimited supply of free resources for spontaneously creating magic items [I]and[/I] the ability to craft a custom magic item in, I'm not joking, [I]seconds[/I] as opposed to the [I]weeks[/I] of work normally required. Probably the most powerful character present. [*]Third was copper dragon Sorcerer/Incantatrix, with Bard and Paladin for support effects. [/LIST] And, to be clear, I wasn't a slouch either. Gestalt Druid/Planar Shepherd (Syrenia, fluffed as Celestia)||Wizard/Geomancer/Archmage. With the Pathfinder rules, I had like seven different ways of boosting my caster [I]on demand[/I], and 3.5e added several other continuous passive buffs and more cumbersome (read: "for morning buff phase only") options. Because of Geomancer and the obscure 3.5e feat Academic Priest, [I]all[/I] of the characteristics of my Druid spellcasting worked off of Intelligence rather than Wisdom, so I was able to hyperfocus on Int and Cha and leave most everything else out. Shapeshift forms attended to any physical stat needs, as those were based on 3.5e rules, and I had enough spells to rout armies and feed large towns. Fluff and flavor built off more or less the Circle of Stars concept, albeit before that released--character was a scholar of the planes, raised by an adoptive dragon mother and human father, the former taught him wizardry, the latter druidry, which he fused together into something greater. We could [I]demolish[/I] whatever the DM threw at us. They even got real tricksy once, and created an illusionist (or perhaps shadowcaster? not sure) opponent, whose illusions were [I]more than 100% real[/I] and which became MORE real if you succeeded on your save against them! That was actually a bit tough, but we won the day within like four or five rounds nonetheless. So, yeah, I've seen what happens when you play in a game where a fully SAD gestalt Planar Shepherd/Wizard [I]isn't even the most powerful character[/I], and it really does become a nightmare to DM. I felt so bad for them. It was very fun to play, though, as long as you remembered all the moving parts. [/QUOTE]
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