Hello again!
S'mon said:
Why not - so I can actually GM a stable campaign that includes 100th level characters.
What is so significant about '100th-level'? Why do you 'need' it and more to the point why do you need it to be so feeble?
S'mon said:
Of course converting from 1e 400hp Greater Gods start at 40th level,
In S'mons campaign this is folks, not the Immortals Handbook.
S'mon said:
a few more if their 1e levels warrant it (and Thrin is, what, 44th?) but Doomstar works out at nearly 100th AIR - he can flatten cities at will but he certainly can't destroy planets!
When initially created Doomstar was, in terms of power:
Overgod > Doomstar > Greater God (Correct!?)
As such when you convert using your system we get:
('Typical') Overgods 61st-level > Doomstar > Greater Gods 37th-level.
If you change the hp divider to 4 (as I suggest on the website) that becomes:
Overgods 65th-level > Doomstar > Greater Gods 40th-level
Either way, Doomstar roughly ends up at between 49-52nd level (Maybe 3 or 4 levels higher to balance his lack of divinity).
This means that a totally min/maxed Doomstar (which I don't think he is) would be able to cast maybe 28th-level spells, although far more likely 21st or thereabouts. Which, coincidently enough corresponds to City level devastation (which you yourself admitted Doomstar was capable of 'at will') using my proposed changes to epic magic.
S'mon said:
If you make it that 100th level spellcasters can destroy planets then I'd have to halve Doomstar's caster level or somesuch.
Well you know I'd really feel terrible having to impose upon you so vast an effort.
How many times have you used Doomstar in the past 10 years again!? None is it perchance?
S'mon said:
Also, moving away from my specific case, at a typical advancement rate of 3 sessions/level in 3e people who play most days - say 300 days/year - can be 100th in a year! Even at standard rate of 20 levels/year 100th is easily attainable in 5 years' play - and we played a similar amount of sessions in 1e.
Your suggestion of 100 levels in a year is implausible and the idea of 100 levels in 5 years is unlikely.
It should be noted that although Thrin was 117th-level in 1e, he would be nowhere near that figure had we applied the 3rd Edition methods for advancement and you know it. You even converted him to about 44th, which I think is probably a fair appraisal of where he would actually be.
S'mon said:
10,000 th level casters destroying planets would be ok,
Funnily enough they still wouldn't be powerful enough using the epic rules.
S'mon said:
My friend, I'll say it clear
I'll state my case, of which I'm certain
S'mon said:
100th is far far too low IMO.
I planned each charted course, each careful step along the byway
And more, much more than this, I did it my way
S'mon said:
Edit: Epic spells - I think Ravi is primarily wanting to use an epic spell seed to get permanent +20 Natural Armour - which IMC is probably a bigger deal than any fireball style blast-magic.
Did I mention the epic spell system is also unbalanced?
The funny thing is he could just as easily make that a +40 Natural Armour bonus for the same GP/XP cost, by increasing the casting time and taking a little backlash damage.
...and that spell would be a far cheaper spell than Greater Ruin.
One thing I have noticed about the Armour Spell Seed in the ELH is that making it a Deflection bonus instead of an Armour or Natural Armour bonus is rated as five times more costly an increase - which is so insane it must be a mistake.
Base DC is 14 (for +4 AC bonus of any type) +2/point of armour/natural armour and +10/point of deflection etc.
While the Fortify Spell Seed Grants:
Base DC is 17 (base +1 Natural Armour) +4 DC/ point of natural armour.
So if you wanted a +20 AC bonus.
It would be DC 46 using the Armour Spell Seed, DC 154 for a deflection bonus using the armour spell seed and DC 93 using the Fortify Spell Seed. Nice and balanced eh! Can you anticipate which one your wizard wants to use!
I would Hazard a guess and say the Armour Spell Seed is perhaps broken.
