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The (new) Immortals Handbook Thread
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<blockquote data-quote="Upper_Krust" data-source="post: 2323524" data-attributes="member: 326"><p>Hello again! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p> </p><p></p><p>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?</p><p></p><p> </p><p></p><p>In S'mons campaign this is folks, not the Immortals Handbook. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p> </p><p></p><p>When initially created Doomstar was, in terms of power:</p><p></p><p>Overgod > Doomstar > Greater God (Correct!?)</p><p></p><p>As such when you convert using your system we get:</p><p></p><p>('Typical') Overgods 61st-level > Doomstar > Greater Gods 37th-level.</p><p></p><p>If you change the hp divider to 4 (as I suggest on the website) that becomes:</p><p></p><p>Overgods 65th-level > Doomstar > Greater Gods 40th-level</p><p></p><p>Either way, Doomstar roughly ends up at between 49-52nd level (Maybe 3 or 4 levels higher to balance his lack of divinity).</p><p></p><p>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.</p><p></p><p></p><p></p><p>Well you know I'd really feel terrible having to impose upon you so vast an effort. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>How many times have you used Doomstar in the past 10 years again!? None is it perchance? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p></p><p></p><p>Your suggestion of 100 levels in a year is implausible and the idea of 100 levels in 5 years is unlikely.</p><p></p><p>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. </p><p></p><p> </p><p></p><p>Funnily enough they still wouldn't be powerful enough using the epic rules. </p><p></p><p> </p><p></p><p>My friend, I'll say it clear</p><p>I'll state my case, of which I'm certain</p><p></p><p></p><p></p><p>I planned each charted course, each careful step along the byway</p><p>And more, much more than this, I did it my way</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Did I mention the epic spell system is also unbalanced? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>...and that spell would be a far cheaper spell than Greater Ruin. </p><p></p><p>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.</p><p></p><p>Base DC is 14 (for +4 AC bonus of any type) +2/point of armour/natural armour and +10/point of deflection etc.</p><p></p><p>While the Fortify Spell Seed Grants:</p><p></p><p>Base DC is 17 (base +1 Natural Armour) +4 DC/ point of natural armour.</p><p></p><p>So if you wanted a +20 AC bonus.</p><p></p><p>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! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>I would Hazard a guess and say the Armour Spell Seed is perhaps broken. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 2323524, member: 326"] Hello again! :) 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? In S'mons campaign this is folks, not the Immortals Handbook. ;) 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. Well you know I'd really feel terrible having to impose upon you so vast an effort. :D How many times have you used Doomstar in the past 10 years again!? None is it perchance? :D 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. Funnily enough they still wouldn't be powerful enough using the epic rules. My friend, I'll say it clear I'll state my case, of which I'm certain I planned each charted course, each careful step along the byway And more, much more than this, I did it my way ;) 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. :D ...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! :D I would Hazard a guess and say the Armour Spell Seed is perhaps broken. :D [/QUOTE]
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