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<blockquote data-quote="Tellerian Hawke" data-source="post: 6532045" data-attributes="member: 6790669"><p>Celebrim,</p><p></p><p>You read my mind! I have always endeavored to keep my games balanced and "believable," to the extent that a fantasy game can be. I have been told that these characters are extremely weak, in 3.5 ed terms, which just blows my mind, since they came by their powers and abilities through a lot of blood, sweat, and tears. In my world, these characters are pretty much unstoppable on the Prime Material plane. They don't start meeting challenging foes until they plane travel (which is where they spend most of their time---either in Sigil, Union, or the lower planes.)</p><p></p><p>I have also been told, by the same people who told me they were weak in combat, that these characters have "crushing strong amounts of powerful items." The aforementioned Jynx has a pair of magic gloves that give him +30 to both Open Lock and Use Magical Device. But it seems that even with all of this fantastic magic at their disposal, they are only mediocre in melee. (By the way, Jynx carries a Portable Hole, and several Maximized Cure Light Wounds wands (50 charges, heals 13 pts. per charge), and acts as the party's backup healer, albeit usually not until after the battle, where there is enough downtime to put the hole down, and open it up.)</p><p></p><p>I don't allow my players to go crazy, and stack on every feat and spell from every splat book on the market. Before I allow a new power / spell / feat / prestige class into my campaign, I look at the game mechanics carefully, and try to spot areas of potential abuse. I try to make my campaigns as "medieval" as possible; I try my best to avoid having an "anime / monty haul" feel. Which is why I am now in the situation that I am, it seems. I need to fill the gap, somehow. The most immediate solution I have considered is designing a secondary feat for Epic Prowess. But I hesitate to implement "house rules" unless it's absolutely necessary. (I have about 8, single-spaced, 12-point, narrow-margin pages worth of house rules, and every one of them is carefully thought out to correct some imbalance that I have discovered.)</p><p></p><p>Anyways, the idea for the feat was: Improved Epic Prowess (Pre-req: Epic Prowess taken at least 3 times) You gain a +3 to hit. This feat can be taken multiple times, and its effects stack, both with itself, and with the previous Epic Prowess feat.</p><p></p><p>Doing that would put the feat WELL out of reach of "newbie epics," while making it available to "senior epics" who are the ones I am trying to help.</p><p></p><p>What do you think?</p><p></p><p>Is there another, published / official way of helping out my players?</p><p></p><p>Let me know.</p></blockquote><p></p>
[QUOTE="Tellerian Hawke, post: 6532045, member: 6790669"] Celebrim, You read my mind! I have always endeavored to keep my games balanced and "believable," to the extent that a fantasy game can be. I have been told that these characters are extremely weak, in 3.5 ed terms, which just blows my mind, since they came by their powers and abilities through a lot of blood, sweat, and tears. In my world, these characters are pretty much unstoppable on the Prime Material plane. They don't start meeting challenging foes until they plane travel (which is where they spend most of their time---either in Sigil, Union, or the lower planes.) I have also been told, by the same people who told me they were weak in combat, that these characters have "crushing strong amounts of powerful items." The aforementioned Jynx has a pair of magic gloves that give him +30 to both Open Lock and Use Magical Device. But it seems that even with all of this fantastic magic at their disposal, they are only mediocre in melee. (By the way, Jynx carries a Portable Hole, and several Maximized Cure Light Wounds wands (50 charges, heals 13 pts. per charge), and acts as the party's backup healer, albeit usually not until after the battle, where there is enough downtime to put the hole down, and open it up.) I don't allow my players to go crazy, and stack on every feat and spell from every splat book on the market. Before I allow a new power / spell / feat / prestige class into my campaign, I look at the game mechanics carefully, and try to spot areas of potential abuse. I try to make my campaigns as "medieval" as possible; I try my best to avoid having an "anime / monty haul" feel. Which is why I am now in the situation that I am, it seems. I need to fill the gap, somehow. The most immediate solution I have considered is designing a secondary feat for Epic Prowess. But I hesitate to implement "house rules" unless it's absolutely necessary. (I have about 8, single-spaced, 12-point, narrow-margin pages worth of house rules, and every one of them is carefully thought out to correct some imbalance that I have discovered.) Anyways, the idea for the feat was: Improved Epic Prowess (Pre-req: Epic Prowess taken at least 3 times) You gain a +3 to hit. This feat can be taken multiple times, and its effects stack, both with itself, and with the previous Epic Prowess feat. Doing that would put the feat WELL out of reach of "newbie epics," while making it available to "senior epics" who are the ones I am trying to help. What do you think? Is there another, published / official way of helping out my players? Let me know. [/QUOTE]
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