keterys
First Post
Interesting article, thanks for writing it - though I'd suggest only linking to things that are already out, rather than advertising so much.
Your timing was pretty impressive, since I just came off a ton of low-epic (22nd) work, helping write and playtest a module for LFR... and that was a bit of an eye-opener. And things only go up from there.
#1 Big Battles
There is a certain scale of verisimilitude that different people will land on here. I think that such battles should certainly be happening - the gods muster their legions, demons roar out in hordes, etc - but a lot of people actually _won't_ like their fighter doing, say, a "Come and Get It" and pulling in 4 units of 10,000 soldiers to "bloody" them, killing 20,000 soldiers with a swing. Others, though, will be all for it.
That said, I've gotten some shocked looks from people when I talked about hypothetical battles for epic and mentioned the idea of using Dragon minions or Beholder minions. What was a Solo at 9th, could easily be a minion at 26th. And, sure, you can have 20 of them on the field, add 5 every round, _and_ still have a solo Tiamat or whatever to fight.
Don't hedge yourself in with formula ("If you have to represent 64 Orcs then use six units of 10 and 4 individual Orcs.")
#2 Challenging
In talking about epic recently, I basically told someone that you almost have to "cheat" with some parts of encounter design to truly challenge epic PCs. Monkey with damage expressions or monster abilities, liberally apply some themes, make custom hazards, respawn creatures, do back to back encounters, go absolutely nuts with minion xp - anything you're sure would have TPKed people back in heroic, that's a tool in epic.
#3 Collateral Damage
There is a danger here - there is a fine line to tread between something the PCs will care about, and a level of devastation that becomes background noise. In some cases, you'll find that the PCs will shrug off the murder of a deity and explosion of an astral dominion, to fly into a panic that their favorite tavern and barkeep are in danger. You want to make sure you have it, but carefully consider impact as well.
#4 Contrasting Cut Scenes
An interesting technique, particularly with certain groups or if used sparingly, but not unique to epic and one that will be harmful for certain groups. So, a good general DM advice thing to try, but not appropriate for an epic must have. As a counter-example, sometimes it might good to show the heroic group working on stopping a ritual, while the epic group fights against the world ending monster, and only succeeds due to the heroic group.
#5 Explore the Unknown
I absolutely agree with your core statement ("keep something unique for each tier of play, making it stand out more."), but your advice to not go into the planes before epic will be counterproductive for a lot of games, and it's worth note that you still need to occasionally touch back to the known. If the PCs leave their homes and kingdoms and entire world at 21st, and never return, it lessens the impact of their deeds throughout all of epic. Sure, they offed a god, but no one they actually cared about was involved.
#6 Increasing Encounter Difficulty
I think you're a lot better off thinking of it less in terms of "adding levels" to the encounter, as that constrains you. It's good to be prepared for adding additional monsters, or combining an encounter with another, or adding environmental hazards or terrain features - whatever it takes. Also, this is touching back to general DM advice, rather than epic specifically again.
I also think you might be going more towards: The PCs should not expect to blindly charge in and be able to deal with everything, or Sometimes, the PCs should have to either be very careful or have to run.
#7 Titanic Monsters
First, it deserves to be said - gargantuan monsters aren't necessarily 4 x 4. That's simply the minimum size for gargantuan. If you want the Tarrasque to be 20 x 20, make it so.
More on the actual concept - absolutely, PCs should fight a living mountain or castle, fight through the digestive system of the world devourer, or whatever is the appropriate campaign version of Unicron. You can probably only get away with doing it a few times in the course of an entire epic campaign though. And certainly the PCs should also fear small things. Graz'zt should fill them with fear, even as he sits there sipping wine at his merely Medium-ness.
In a lot of cases, an epic threat is less about its statistics and more about its manipulation of events and access to plot powers (rituals, allies, magical allies, etc). For instance, the ancient red dragon that has compelled every dragon with a drop of its blood to burn the world, while it channels a ritual to crack open the earth to cover it in flames can have the same stats as the ancient red dragon that sleeps in a cave waiting for adventurers to kill it, and that's just a presentation question.
#8 Politics
Weirdly, by your charts politics should actually have been embraced in paragon, not epic. Epic is often more about religion and ties to creation. So, more about gods dying or being created, about the war for control of creation or destruction, the Far Realms, shard of evil for the abyss, etc.
#9 Epic Expectations
Absolutely agreed about the premise, and not at all about the solution. Some games could be about worshippers and god-making, and some simply won't be. In particular, it's going to be a hot button take it or leave it for some players and for many character concepts.
#10 Artifacts
I actually like the 4E artifact system, that's usable from base level. I will say that 4E isn't usually about singular awesome items, but in a "total package" that end up tremendously powerful, so you might actually want to have less items and focus more on spectacular single items with your method.
That, and most "REALLY COOL TM" items really aren't all that much. Krull's Glaive? Oh, you mean the +1 Rebounding Handaxe (Level 2)? I mean, it returned to his hand and could bounce into other things!! A lot of the times, it's all about comparisons and context, and how easy it is to get magic items in general.
Anyhow, for what it's worth, EPIC3-2 Cracks in the Crimson Cage for LFR would hit #s 1, 2, 3, 5, 7... maybe 10 depending on what's approved. Possibly #6 depending on what you're actually going for there (less DefCon levels and more "You can't deal with this right now"). #4 and #8 usually won't work for the LFR campaign structure as well as they do for a home game. Your solution for #9 would actively harm the adventure, but I think the premise is served regardless... so perhaps #9 could be added to the list, in a different way
I can't speak too much on E1-3, as I haven't played E2 or E3 at all, but I can say that "Nightbringer" from that series would likely qualify for #10, and fighting for control of souls and resurrection is fairly epic. The worm in E1 with various body parts could have also easily been declared much larger, if you wanted to go that route.
Your timing was pretty impressive, since I just came off a ton of low-epic (22nd) work, helping write and playtest a module for LFR... and that was a bit of an eye-opener. And things only go up from there.
#1 Big Battles
There is a certain scale of verisimilitude that different people will land on here. I think that such battles should certainly be happening - the gods muster their legions, demons roar out in hordes, etc - but a lot of people actually _won't_ like their fighter doing, say, a "Come and Get It" and pulling in 4 units of 10,000 soldiers to "bloody" them, killing 20,000 soldiers with a swing. Others, though, will be all for it.
That said, I've gotten some shocked looks from people when I talked about hypothetical battles for epic and mentioned the idea of using Dragon minions or Beholder minions. What was a Solo at 9th, could easily be a minion at 26th. And, sure, you can have 20 of them on the field, add 5 every round, _and_ still have a solo Tiamat or whatever to fight.
Don't hedge yourself in with formula ("If you have to represent 64 Orcs then use six units of 10 and 4 individual Orcs.")
#2 Challenging
In talking about epic recently, I basically told someone that you almost have to "cheat" with some parts of encounter design to truly challenge epic PCs. Monkey with damage expressions or monster abilities, liberally apply some themes, make custom hazards, respawn creatures, do back to back encounters, go absolutely nuts with minion xp - anything you're sure would have TPKed people back in heroic, that's a tool in epic.
#3 Collateral Damage
There is a danger here - there is a fine line to tread between something the PCs will care about, and a level of devastation that becomes background noise. In some cases, you'll find that the PCs will shrug off the murder of a deity and explosion of an astral dominion, to fly into a panic that their favorite tavern and barkeep are in danger. You want to make sure you have it, but carefully consider impact as well.
#4 Contrasting Cut Scenes
An interesting technique, particularly with certain groups or if used sparingly, but not unique to epic and one that will be harmful for certain groups. So, a good general DM advice thing to try, but not appropriate for an epic must have. As a counter-example, sometimes it might good to show the heroic group working on stopping a ritual, while the epic group fights against the world ending monster, and only succeeds due to the heroic group.
#5 Explore the Unknown
I absolutely agree with your core statement ("keep something unique for each tier of play, making it stand out more."), but your advice to not go into the planes before epic will be counterproductive for a lot of games, and it's worth note that you still need to occasionally touch back to the known. If the PCs leave their homes and kingdoms and entire world at 21st, and never return, it lessens the impact of their deeds throughout all of epic. Sure, they offed a god, but no one they actually cared about was involved.
#6 Increasing Encounter Difficulty
I think you're a lot better off thinking of it less in terms of "adding levels" to the encounter, as that constrains you. It's good to be prepared for adding additional monsters, or combining an encounter with another, or adding environmental hazards or terrain features - whatever it takes. Also, this is touching back to general DM advice, rather than epic specifically again.
I also think you might be going more towards: The PCs should not expect to blindly charge in and be able to deal with everything, or Sometimes, the PCs should have to either be very careful or have to run.
#7 Titanic Monsters
First, it deserves to be said - gargantuan monsters aren't necessarily 4 x 4. That's simply the minimum size for gargantuan. If you want the Tarrasque to be 20 x 20, make it so.
More on the actual concept - absolutely, PCs should fight a living mountain or castle, fight through the digestive system of the world devourer, or whatever is the appropriate campaign version of Unicron. You can probably only get away with doing it a few times in the course of an entire epic campaign though. And certainly the PCs should also fear small things. Graz'zt should fill them with fear, even as he sits there sipping wine at his merely Medium-ness.
In a lot of cases, an epic threat is less about its statistics and more about its manipulation of events and access to plot powers (rituals, allies, magical allies, etc). For instance, the ancient red dragon that has compelled every dragon with a drop of its blood to burn the world, while it channels a ritual to crack open the earth to cover it in flames can have the same stats as the ancient red dragon that sleeps in a cave waiting for adventurers to kill it, and that's just a presentation question.
#8 Politics
Weirdly, by your charts politics should actually have been embraced in paragon, not epic. Epic is often more about religion and ties to creation. So, more about gods dying or being created, about the war for control of creation or destruction, the Far Realms, shard of evil for the abyss, etc.
#9 Epic Expectations
Absolutely agreed about the premise, and not at all about the solution. Some games could be about worshippers and god-making, and some simply won't be. In particular, it's going to be a hot button take it or leave it for some players and for many character concepts.
#10 Artifacts
I actually like the 4E artifact system, that's usable from base level. I will say that 4E isn't usually about singular awesome items, but in a "total package" that end up tremendously powerful, so you might actually want to have less items and focus more on spectacular single items with your method.
That, and most "REALLY COOL TM" items really aren't all that much. Krull's Glaive? Oh, you mean the +1 Rebounding Handaxe (Level 2)? I mean, it returned to his hand and could bounce into other things!! A lot of the times, it's all about comparisons and context, and how easy it is to get magic items in general.
Anyhow, for what it's worth, EPIC3-2 Cracks in the Crimson Cage for LFR would hit #s 1, 2, 3, 5, 7... maybe 10 depending on what's approved. Possibly #6 depending on what you're actually going for there (less DefCon levels and more "You can't deal with this right now"). #4 and #8 usually won't work for the LFR campaign structure as well as they do for a home game. Your solution for #9 would actively harm the adventure, but I think the premise is served regardless... so perhaps #9 could be added to the list, in a different way

I can't speak too much on E1-3, as I haven't played E2 or E3 at all, but I can say that "Nightbringer" from that series would likely qualify for #10, and fighting for control of souls and resurrection is fairly epic. The worm in E1 with various body parts could have also easily been declared much larger, if you wanted to go that route.