What are people doing with the epic handbook?

I created the concept of Nexus Tower around the epic spellcasting rules. With them, even non-epic spellcasters can cast epic spells. The drawback? Well, you have to rely on some rather expensive architecture. Oh, and it sucks life energy from all who live nearby...
 

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I advanced one of my characters to 40th level once, for the hell of it. It took me several hours, and the end result was pretty monstrous (she was pretty much immune to everything except "save or die" spells and epic unnamed damage), thanks to the items.

Since my players are level 10-11 now (after two years of play), I don't think I need to look into it for quite some time.
 

I was so disappointed with the ELH that I haven't bought a D&D book since. Well, expect for Of Sound Mind. Unless that came out earlier... eh. Anyway, the Epic Levels didn't work as being very epic for me. Powerful, surely, but the cinematic epicness I was expecting. Not that it didn't have some neat ideas, just IMO poorly executed.
 

Spells and magic items become so powerful at 15-20th level that the notion that they're "sub-epic" seems fairly laughable. I mean, c'mon--a wish spell isn't epic? Epic-level warriors and rogues seem like they'd be able to develop some pretty interesting capabilities (I can envision characters like Xena and Hercules being epic-level), but the ELH makes ordinary physical attacks seem almost passe' in the face of all the disintegrates, harms, forcecages, and whatnot flying around as commonly as, say, magic missiles do at 10th level. And at least half the skills become nigh-worthless--after all, at hgiher levels most skills are displaced by a spell that achieves a superior result.
 

clockworkjoe said:
The epic handbook has been out for a while and parts of it are in the 3.5 SRD, so I wonder what are people doing with epic levels. Specifically:

1. Any epic level storyhours?

2. Any interesting epic sourcebooks/rules/material?

3. How have the epic rules worked out in normal campaigns?

4. Any epic forums or message boards?

thanks

Well, after two years of regular bi monthly gaming the highest level PC is only lvl 8, so it won't see use until two years I guess. By that time there will be a revised version I guess. It made for a good read, but some of the epic monsters in this book and others are just plain stupid : no ecology would ever allow them to exist without wiping creation from existence.

Overall fairly useless, unless for mad collectors like me I guess.
 



Epic Level Game Play

The game I run is at about 6th level and they WILL go to Epic Levels.

I love this book and I can't wait to start using it. :lol:

I saw some of the complaints about the Epic Play and all I can say is that yes the characters are uber powerful with equipment that could smash a city in a single stroke. But so what! Everyone they fight against will have that too and as a DM I can create some really nasty NPC's that will put the fear back into them no matter how powerful they get.

I think people are just unacustomed to whole powerful game play and the demands it has on a DM.

So I think it will be great to play with the only limitations being my imagination.
 

Joshua Dyal said:
Blah. Nothing. Flipping through the monster section occasionally is about it.

Epic Level Handbook was the single most disappointing product I've bought.
ditto.

I no longer "D&D". But when I did, I had high hopes for this level of play. They put it out after Deities and Demigods-which made no sense. Then, they tried their best to market it as an alternative. The game mechanics only work if you start working towards epic level around 10th level or sooner IMHO. Deities and Demigods had more 'playable' rules, even though the book was supposed to be about 'plot device'. I would have loved to play a Proxy over an Epic anyday.
 

I forget who it was that said they were expecting to see Rogues that could steal the moon from the night sky in the ELH, but I was really hoping for something more. I wish there were guidelines for epic feats - they seem to fall into two categories - logical extensions of previous feats, and super ridiculous.

I like the idea of flattening out the base attack and save advancement, and some of the monsters are neat, but now that the DMG and the SRD have all the epic rules I'll ever need (if I ever need them), the book is just going to gather more dust on top of its existing dust.
 

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