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The (new) Immortals Handbook Thread
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<blockquote data-quote="S'mon" data-source="post: 2324848" data-attributes="member: 463"><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>You seem to have overlooked that:</p><p></p><p>1. In my conversion Greater Gods start at 40th & Doomstar is 96th, so 100th is very high</p><p></p><p>but</p><p></p><p>2. In your standard conversion Doomstar would be ca 348th level, Thrin is over 80th (+ a divine CR mod presumably), and apparently lots of critters are 100+</p><p></p><p>So letting 100th levellers destroy planets will have far more impact in your 'official' rules than in my game.</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>He was much higher level than any Overgod - Doomstar 500th, Overgods ca 100th in their highest class. He had less hit points though, being single-classed M_U - ca 540 hp as opposed to 1000 for an Overgod. I'd say he was more powerful than an Overgod on neutral terrain but would not wish to face Ahriman on his home plane.</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>Nope.</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>He's 96th level by my conversion. I suspect Overgods are lower than that, probably 60-80. Plus CR divinity mods of course.</p><p></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>I think arguing about _my_ campaign is slightly pointless, since I am free to ignore your work if it doesn't suit me. You should think about how having 100th-levellers destroy planets affects your own power gradient, where AIR Greater Gods are around 100th level? Can Boccob destroy a planet?</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>I'd say it was unlikely, though mostly because GMing high level 3e routinely is a pain in the arse and few GMs will stick with it that long. 1e was far easier.</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>I was more interested in appraising actual relative power rather than advancement, but you're probably right.</p><p></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.<<</p><p></p><p>OK, I'll look at increasing the cost of a Nat Armour Bonus, maybe it should be similar to a Deflection bonus given that they both cost the same in magic items cost. Actually the obvious sensible thing to do would be to not make the DC linear, but to use the same formula as for magic items. I'm thinking 10 + (Bonus squared x 4) for natural armour - so +4 would be base DC 74. Sound about right? For regular Armour bonus I'd use 10 + (Bonus squared x2) since item Armour bonuses are half as expensive as natural armour, and also IMC Nat armour is harder to come by.</p><p></p><p>Edit: My copy of Fortify doesn't mention it being able to improve AC.</p></blockquote><p></p>
[QUOTE="S'mon, post: 2324848, member: 463"] >>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?<< You seem to have overlooked that: 1. In my conversion Greater Gods start at 40th & Doomstar is 96th, so 100th is very high but 2. In your standard conversion Doomstar would be ca 348th level, Thrin is over 80th (+ a divine CR mod presumably), and apparently lots of critters are 100+ So letting 100th levellers destroy planets will have far more impact in your 'official' rules than in my game. >>When initially created Doomstar was, in terms of power: Overgod > Doomstar > Greater God (Correct!?)<< He was much higher level than any Overgod - Doomstar 500th, Overgods ca 100th in their highest class. He had less hit points though, being single-classed M_U - ca 540 hp as opposed to 1000 for an Overgod. I'd say he was more powerful than an Overgod on neutral terrain but would not wish to face Ahriman on his home plane. >>As such when you convert using your system we get: ('Typical') Overgods 61st-level > Doomstar > Greater Gods 37th-level.<< Nope. >>Either way, Doomstar roughly ends up at between 49-52nd level (Maybe 3 or 4 levels higher to balance his lack of divinity).<< He's 96th level by my conversion. I suspect Overgods are lower than that, probably 60-80. Plus CR divinity mods of course. >>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.<< I think arguing about _my_ campaign is slightly pointless, since I am free to ignore your work if it doesn't suit me. You should think about how having 100th-levellers destroy planets affects your own power gradient, where AIR Greater Gods are around 100th level? Can Boccob destroy a planet? >>Your suggestion of 100 levels in a year is implausible and the idea of 100 levels in 5 years is unlikely.<< I'd say it was unlikely, though mostly because GMing high level 3e routinely is a pain in the arse and few GMs will stick with it that long. 1e was far easier. >>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. << I was more interested in appraising actual relative power rather than advancement, but you're probably right. >>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.<< OK, I'll look at increasing the cost of a Nat Armour Bonus, maybe it should be similar to a Deflection bonus given that they both cost the same in magic items cost. Actually the obvious sensible thing to do would be to not make the DC linear, but to use the same formula as for magic items. I'm thinking 10 + (Bonus squared x 4) for natural armour - so +4 would be base DC 74. Sound about right? For regular Armour bonus I'd use 10 + (Bonus squared x2) since item Armour bonuses are half as expensive as natural armour, and also IMC Nat armour is harder to come by. Edit: My copy of Fortify doesn't mention it being able to improve AC. [/QUOTE]
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