Sources of Inspiration for Higher Level Gaming

ruleslawyer said:
(which, Nightfall's smiley aside, resembles DBZ more than Tolkien in most respects!).


... Okay, I'm an infedel...

What is DBZ?

So... is the Epic Level Handbook no good then?
 
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*sighs* Philistines! No one has watched Dragonball Z?! Dude... Go here: www.dbz.com

And not really NOT good just not as well thought out as those of us that believe epic levels do not mean you can start blowing up planets just when you reach 22nd level.

Rules, Yeah well I think they expect the suspension of disbelief to go much further...

Btw reason I never mentioned the Simmillarion, mostly cause as rules said, the current epic level rules are more DBZ like than anything.
 


Anime gets high level pretty nicely. The Slayers has three seasons, which respectively involved the following major villains: [spoilers for Slayers]
1. Clone of a blind priest who had trapped a world-devouring demon behind his eyes. The priest released the demon, and the day was saved by a super spell that could've also destroyed the world if the heroine had flubbed her casting. I'd rate the characters as being the equivalent of 5th to 7th level, with the notable exception that Lina Inverse can pledge herself to dark powers in order to cast epic-level Evocation spells. There is one instance of someone being resurrected.

2. A god who wanted to destroy the world to prove his own power, and wanted to trick Lina into casting the same spell she used to off the last major villain. He hoped she'd mess up and destroy the world. Lots of trickery involved, and the intervention of Balor-equivalent demons and demi-gods. Mild power boost this season, but still no teleportation for the party, and the cleric left, so no raise deads. Maybe the equivalent of 10th-12th level, plus again, world-destroying evocations.

3. A half-demon, half-dragon, hated by both his kinds, who first tries to kill all the dragons so demons will accept him, but then changes his mind and tries to destroy the entire world. (see a pattern here?) I think there may have been one or two instances of teleportation, but mostly the group traveled on foot so they could explore. Epic magic weapons play a major role, while epic evocations get played down a bit. This party seems primarily combat-oriented, with few tool-like spells.
 

The Taltos novels by Steven Brust. They share ALOT of the same assumptions as mid-to-high level D&D and they're downright excellent for fantasy novels. They have an empire of magic, common raising of the dead, easy teleportation, flashy and plentiful magic, very potent divination spells, interventionist gods, world-changing events, artifacts, and hostile and powerful Outsiders. They have all these immense D&D-esque powers and it doesn't overshadow the human element or provide easy answers.
 
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re

ruleslawyer said:
Superhero comics.

I've been feeling the exact same way watching my player's map out characters all the way to 20 more concerned about feats and special abilities than any kind of story background. I'm beginning to think that D&D is starting to reflect modern day anime/superhero fantasy rather than heroic/magical fantasy of yesteryear.

I am really taking steps to tone down my games considerably because the power inflation in 3E is insane. I have experience playing high level characters in 1st and 2nd edition, but not as much experience in 3rd edition.

At first, I thought high level play in 3rd edition would be roughly similar to high level play in 1st and 2nd edition. I was wrong. The power inflation in 3rd edition is mind-boggling on both sides of the coin. Everyone is insanely strong in 3rd edition at high level.

A better comparison might be:

The Justice League of America: Batman can use his skills (epic Hide and Move Silently checks, anyone?) and custom equipment (magic items) to avoid super-hearing (JLA #1, Morrison run), Martian super-senses (#2-3, same) and cower crazy alien criminals into submission. The team can teleport to practically any known location, discern faraway problems using the technology of the Watchtower and certain members' super-senses ("divination spells") and can travel to far realms of existence and battle previously-unknown alien threats. The teams's allies include legions of ocean wildlife, super-powered Amazon warriors, lesser magicians, and other useful cohorts. Sound like a D&D party to you?

Yep. Especially if you allow templates or use Savage Species races.

It's getting pretty unbelievable. With stacking d6 damage on magic weapons, multiple stacking AC bonuses that equate into a near unhittable AC, feats, class abilities, magic items that provide permanent stoneskin or high SR, and skills the power inflation in high and epic level play is nutty. I'm going back to the drawing board because the WotC game designers lost their mind IMO, or that's how I feel as an old school player.
 


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