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The Slow Death of Epic Tier
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<blockquote data-quote="Aegeri" data-source="post: 5384923" data-attributes="member: 78116"><p><a href="http://www.enworld.org/forum/4e-discussion/280134-running-epic-tier-campaigns.html" target="_blank">Having wrote about epic tier before on this forum, this thread naturally caught my eye</a>. I had to bring this quote out of the blog post:</p><p></p><p>The point of the matter is that there is a distinct lack of support for epic tier. I think on this forum I've probably run more epic tier campaigns than most (2 in fact). Epic tier before MM3 was incredibly intimidating and very difficult to run for numerous reasons. Now that epic monsters have suitable teeth, this barrier has all but disappeared but there are now other more irritating barriers. For one, there is no ready description on how to run an epic tier game without going to the planes.</p><p></p><p>A key example made in the blog about the likes of Eberron is that it can be very difficult to figure out what the epic tier looks like without going to the planes. Eberron specifically limits high level NPCs - such as the Dragonmarked houses - so high level players are practically invulnerable to many of the core organizations of the world. Even Forgotten Realms though has an issue with the epic tier looking like you're going to the planes and dealing with the gods directly.</p><p></p><p>This is compounded by the lack of epic tier antagonists that aren't planar. For example you have devils, demons and such forth occupying a good chunk of rank and file epic tier monsters. When the MV - as an example - adds a paltry 13 epic monsters into the game that is truly sad. Not to mention the MV doesn't even bother adding in ancient dragons to the game either - equally as disappointing. Our one main worldly epic tier antagonist isn't even in the latest core book!</p><p></p><p>Going back to the original quote, Wizards are creating for themselves a self fulfilling cycle. </p><p></p><p>1) Many DMs have a lot of difficulty getting to grips with epic tier. </p><p>2) Rather than run epic tier, it's easier to cut off a campaign at paragon.</p><p>3) So many DMs do not run epic tier campaigns.</p><p>4) Wizards sees that DMs aren't running epic tier, so publishes nothing on epic tier campaigns that would help the DM from 1 in the first place.</p><p></p><p>Therefore, this becomes a self fulling cycle for Wizards where their lack of support ensures that most DMs won't touch epic tier. Those that do have a severe uphill struggle (like I did) until they get the concepts behind making encounters. This *has* been changed a lot due to the new damage that monsters do. Pre-MM3, a fighter could lock down 5 monsters and suffer no threat because of their pathetic damage. Now post-MM3, the same fighter is usually out for the rest of the encounter because he's been dropped dead by the huge damage output he then suffers.</p><p></p><p>This doesn't change that epic tier is basically where a DM should feel most free in designing whacky terrain, encounters and similar though. Yet there are no guidelines on this and a battle against 5 mooks just doesn't feel suitably "epic" whatsoever. Now put those mooks on a ship, which is falling through the elemental chaos to crash into a massive daemonic fortress in a last ditch suicide assault and now you have a genuinely "epic" scenario. But again, this doesn't help a DM who says "Why should my epic campaign go to the planes?".</p><p></p><p>Let me make it clear that Monster Vault is an excellent book: It is worth your money and you should absolutely buy it. But the complete lack of epic creatures is a real insult and doesn't help this situation at all. Given the next monster book is in the Nentir Vale and the way MV is set up, I would not be optimistic about further epic monsters remotely appearing within that book. In a sad way, MM3 is the book that finally fixed the major problem with epic tier: Making challenging encounters without massive system mastery from a DM in designing optimal groups of monsters. It appears that work will simply be undone by the complete lack of further epic tier monsters.</p><p></p><p>Even in player options I couldn't help but notice the large number of heroic tier feats, elimination of feats limited by tier (EG epic defense feats are now heroic feats that scale into epic) and the lack of new PPs and EDs in both Heroes of the Forgotten Lands/Kingdoms. Compare this with the PHB, which had a few options for PPs for each class and 4 or so EDs initially. </p><p></p><p>Personally, aside from the fact DMs are not wishing to go into a tier that isn't that well supported I also feel that Wizards doesn't truly "get" epic tier either. Although the monster design finally reflects what epic tier is like, it's taken a long time to get this far and I don't think Wizards have a full grasp on problems in epic. For example, solos like Lolth are still incredibly impressive but they don't have enough ways of dealing with daze/stun/dominate. A good stat block doesn't matter when you spend every round dazed or stunned - as PCs can cycle these powers (particularly non-save ends powers) consistently. MV dragons have got this right though, just ending these effects automatically and getting a partial turn elsewhere (that can also end these effects before their proper turn - making chain dazing much harder).</p><p></p><p></p><p></p><p>The key with epic is that you should be pressing players for time. Epic should not be a tier where retreat and going "Let's just rest for eight hours" is viable. World ending threats or major antagonists plots are not building now: They are fully in motion. Time should be the greatest enemy of the PCs. I recommend - at minimum - four to five encounters per extended rest. With Probably eight or so encounters per level. Given you no longer need ridiculous ELs to challenge PCs with MM3 maths, this is not the issue it used to be.</p><p></p><p>The problem with very limited encounters, say 1-2 is that epic PCs are going to tear these to pieces so easily it won't even be funny. They'll dump every daily they can into them and you'll never be able to budge them. Even with MM3 and beyond monsters really having substantial teeth, nothing really helps having a huge number of large area burst dailies dumped on them immediately every fight. Additionally you need to introduce terrain mechanics in a slow fashion: For example the plunging ship as an example. That needs a few encounters where the PCs are threatened - but not direly - so they can get an idea how things work so the really hard encounters are actually hard.</p><p></p><p>When it comes to finally designing things, you shouldn't be afraid to throw the entire kitchen sink at your players in epic. In my last epic tier campaign, I was too conservative and didn't really go as far as I could have with the final antagonists. Even so, the final encounters were still challenging and no walk overs whatsoever (even with a silly rules mistake on punisher of the gods - whoops). Do not just try to have one encounter at the end and think that will be enough: No solo however well designed will survive 5-6 PCs dumping every daily they have into them rounds 1-2 plus action points and extra leader attacks. Instead make them fight through the antagonists armies first and then have to deal with him: This is more challenging, more "epic" and produces a far better balanced decision making process.</p><p></p><p>It's important to realize too that "Attrition" no longer works anywhere near as effectively at epic. Five encounters at epic is <strong>not</strong> in any way equivalent to five encounters in heroic. Five encounters in heroic without a rest is practically getting to TPK territory. Five encounters in epic is putting a strain on encounter and daily resources to get <strong>back</strong> those powers. In epic this is really important: You want to put pressure on those resources because if they have them in those 1-2 encounters, then it means a daily "dump and retrieve" is simple to do. This will ensure all those encounters are really trivial, unless you go massively out of your way to make exotic terrain or similar (which is often just confusing or unfair feeling to players, as I learned from my own experiments).</p><p></p><p>Additionally killing PCs at epic is neither bad or something you should worry about. A tough encounter is more than welcome to squish a PC into horrible goo. Death at epic is almost completely irrelevant by the games rules, due to the number of EDs that don't let you die anyway and how cheap/easy ressurection is. So you can feel free to make encounters on average harder than you would at other tiers: In fact I believe this should be firmly encouraged. </p><p></p><p>Take the new MV Balor, it's beheading blade is amazing by standards set by previous epic monsters. It's a close burst 3 power with a 15-20 critical range that deals 74 + 3d12 damage on a critical. That's a substantial amount of pain and really gives the PCs an immediate idea that this guy <strong>really</strong> means business. Imagine two of them in a level 28 or so encounter and you can see just how sadistic this can get. Yet this is perfectly fine for epic tier and you should constantly bear in mind that PCs are ridiculous by this point. Additionally huge damage powers are far better for monsters at this point than status effects. </p><p></p><p>A stun delays the inevitable by a round, doing huge amounts of damage actually changes the tactics and dynamics. Players feel angry and annoyed when their turn - which can take a bit of time at epic - comes up and they can't do anything. On the other hand, when you're bleeding to death and the monsters are bearing down on you, tactical options and choices become paramount: And the game is more fun. Making decisions is fun. Missing your turn because you can't do anything is not. The odd status effect is fine of course, but don't overdo it and instead <em>really</em> focus team monster on damage. </p><p></p><p>Having played an epic campaign that was pre and then post-MM3 the difference was amazing. Damage is really what epic lacked and when you can genuinely beat the snot out of PCs for 3 encounters, that fourth encounter is no longer anywhere near as trivial. Status effects like daze/stun that were essential to encounters being challenging - merely in a delaying act for the pittance of damage to add up - were now almost lethal. A stunned character with two MM3 level brutes was in an incredibly precarious position.</p><p></p><p>So I would say, at minimum 4-5 encounters per level (with all those encounters being one after the other, to avoid the drop and retrieve effect at epic). Don't be afraid about genuinely upping the difficulty, zany terrain and other effects. Press PCs for time so that resting simply snowballs the enemies forces into ever increasing unstoppable masses (or costs some important objective, has the King killed brutally or his army utterly routed and similar).</p></blockquote><p></p>
[QUOTE="Aegeri, post: 5384923, member: 78116"] [URL="http://www.enworld.org/forum/4e-discussion/280134-running-epic-tier-campaigns.html"]Having wrote about epic tier before on this forum, this thread naturally caught my eye[/URL]. I had to bring this quote out of the blog post: The point of the matter is that there is a distinct lack of support for epic tier. I think on this forum I've probably run more epic tier campaigns than most (2 in fact). Epic tier before MM3 was incredibly intimidating and very difficult to run for numerous reasons. Now that epic monsters have suitable teeth, this barrier has all but disappeared but there are now other more irritating barriers. For one, there is no ready description on how to run an epic tier game without going to the planes. A key example made in the blog about the likes of Eberron is that it can be very difficult to figure out what the epic tier looks like without going to the planes. Eberron specifically limits high level NPCs - such as the Dragonmarked houses - so high level players are practically invulnerable to many of the core organizations of the world. Even Forgotten Realms though has an issue with the epic tier looking like you're going to the planes and dealing with the gods directly. This is compounded by the lack of epic tier antagonists that aren't planar. For example you have devils, demons and such forth occupying a good chunk of rank and file epic tier monsters. When the MV - as an example - adds a paltry 13 epic monsters into the game that is truly sad. Not to mention the MV doesn't even bother adding in ancient dragons to the game either - equally as disappointing. Our one main worldly epic tier antagonist isn't even in the latest core book! Going back to the original quote, Wizards are creating for themselves a self fulfilling cycle. 1) Many DMs have a lot of difficulty getting to grips with epic tier. 2) Rather than run epic tier, it's easier to cut off a campaign at paragon. 3) So many DMs do not run epic tier campaigns. 4) Wizards sees that DMs aren't running epic tier, so publishes nothing on epic tier campaigns that would help the DM from 1 in the first place. Therefore, this becomes a self fulling cycle for Wizards where their lack of support ensures that most DMs won't touch epic tier. Those that do have a severe uphill struggle (like I did) until they get the concepts behind making encounters. This *has* been changed a lot due to the new damage that monsters do. Pre-MM3, a fighter could lock down 5 monsters and suffer no threat because of their pathetic damage. Now post-MM3, the same fighter is usually out for the rest of the encounter because he's been dropped dead by the huge damage output he then suffers. This doesn't change that epic tier is basically where a DM should feel most free in designing whacky terrain, encounters and similar though. Yet there are no guidelines on this and a battle against 5 mooks just doesn't feel suitably "epic" whatsoever. Now put those mooks on a ship, which is falling through the elemental chaos to crash into a massive daemonic fortress in a last ditch suicide assault and now you have a genuinely "epic" scenario. But again, this doesn't help a DM who says "Why should my epic campaign go to the planes?". Let me make it clear that Monster Vault is an excellent book: It is worth your money and you should absolutely buy it. But the complete lack of epic creatures is a real insult and doesn't help this situation at all. Given the next monster book is in the Nentir Vale and the way MV is set up, I would not be optimistic about further epic monsters remotely appearing within that book. In a sad way, MM3 is the book that finally fixed the major problem with epic tier: Making challenging encounters without massive system mastery from a DM in designing optimal groups of monsters. It appears that work will simply be undone by the complete lack of further epic tier monsters. Even in player options I couldn't help but notice the large number of heroic tier feats, elimination of feats limited by tier (EG epic defense feats are now heroic feats that scale into epic) and the lack of new PPs and EDs in both Heroes of the Forgotten Lands/Kingdoms. Compare this with the PHB, which had a few options for PPs for each class and 4 or so EDs initially. Personally, aside from the fact DMs are not wishing to go into a tier that isn't that well supported I also feel that Wizards doesn't truly "get" epic tier either. Although the monster design finally reflects what epic tier is like, it's taken a long time to get this far and I don't think Wizards have a full grasp on problems in epic. For example, solos like Lolth are still incredibly impressive but they don't have enough ways of dealing with daze/stun/dominate. A good stat block doesn't matter when you spend every round dazed or stunned - as PCs can cycle these powers (particularly non-save ends powers) consistently. MV dragons have got this right though, just ending these effects automatically and getting a partial turn elsewhere (that can also end these effects before their proper turn - making chain dazing much harder). The key with epic is that you should be pressing players for time. Epic should not be a tier where retreat and going "Let's just rest for eight hours" is viable. World ending threats or major antagonists plots are not building now: They are fully in motion. Time should be the greatest enemy of the PCs. I recommend - at minimum - four to five encounters per extended rest. With Probably eight or so encounters per level. Given you no longer need ridiculous ELs to challenge PCs with MM3 maths, this is not the issue it used to be. The problem with very limited encounters, say 1-2 is that epic PCs are going to tear these to pieces so easily it won't even be funny. They'll dump every daily they can into them and you'll never be able to budge them. Even with MM3 and beyond monsters really having substantial teeth, nothing really helps having a huge number of large area burst dailies dumped on them immediately every fight. Additionally you need to introduce terrain mechanics in a slow fashion: For example the plunging ship as an example. That needs a few encounters where the PCs are threatened - but not direly - so they can get an idea how things work so the really hard encounters are actually hard. When it comes to finally designing things, you shouldn't be afraid to throw the entire kitchen sink at your players in epic. In my last epic tier campaign, I was too conservative and didn't really go as far as I could have with the final antagonists. Even so, the final encounters were still challenging and no walk overs whatsoever (even with a silly rules mistake on punisher of the gods - whoops). Do not just try to have one encounter at the end and think that will be enough: No solo however well designed will survive 5-6 PCs dumping every daily they have into them rounds 1-2 plus action points and extra leader attacks. Instead make them fight through the antagonists armies first and then have to deal with him: This is more challenging, more "epic" and produces a far better balanced decision making process. It's important to realize too that "Attrition" no longer works anywhere near as effectively at epic. Five encounters at epic is [B]not[/B] in any way equivalent to five encounters in heroic. Five encounters in heroic without a rest is practically getting to TPK territory. Five encounters in epic is putting a strain on encounter and daily resources to get [B]back[/B] those powers. In epic this is really important: You want to put pressure on those resources because if they have them in those 1-2 encounters, then it means a daily "dump and retrieve" is simple to do. This will ensure all those encounters are really trivial, unless you go massively out of your way to make exotic terrain or similar (which is often just confusing or unfair feeling to players, as I learned from my own experiments). Additionally killing PCs at epic is neither bad or something you should worry about. A tough encounter is more than welcome to squish a PC into horrible goo. Death at epic is almost completely irrelevant by the games rules, due to the number of EDs that don't let you die anyway and how cheap/easy ressurection is. So you can feel free to make encounters on average harder than you would at other tiers: In fact I believe this should be firmly encouraged. Take the new MV Balor, it's beheading blade is amazing by standards set by previous epic monsters. It's a close burst 3 power with a 15-20 critical range that deals 74 + 3d12 damage on a critical. That's a substantial amount of pain and really gives the PCs an immediate idea that this guy [B]really[/B] means business. Imagine two of them in a level 28 or so encounter and you can see just how sadistic this can get. Yet this is perfectly fine for epic tier and you should constantly bear in mind that PCs are ridiculous by this point. Additionally huge damage powers are far better for monsters at this point than status effects. A stun delays the inevitable by a round, doing huge amounts of damage actually changes the tactics and dynamics. Players feel angry and annoyed when their turn - which can take a bit of time at epic - comes up and they can't do anything. On the other hand, when you're bleeding to death and the monsters are bearing down on you, tactical options and choices become paramount: And the game is more fun. Making decisions is fun. Missing your turn because you can't do anything is not. The odd status effect is fine of course, but don't overdo it and instead [I]really[/I] focus team monster on damage. Having played an epic campaign that was pre and then post-MM3 the difference was amazing. Damage is really what epic lacked and when you can genuinely beat the snot out of PCs for 3 encounters, that fourth encounter is no longer anywhere near as trivial. Status effects like daze/stun that were essential to encounters being challenging - merely in a delaying act for the pittance of damage to add up - were now almost lethal. A stunned character with two MM3 level brutes was in an incredibly precarious position. So I would say, at minimum 4-5 encounters per level (with all those encounters being one after the other, to avoid the drop and retrieve effect at epic). Don't be afraid about genuinely upping the difficulty, zany terrain and other effects. Press PCs for time so that resting simply snowballs the enemies forces into ever increasing unstoppable masses (or costs some important objective, has the King killed brutally or his army utterly routed and similar). [/QUOTE]
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