MoogleEmpMog
First Post
Again, all of the things you're talking about (with the exception of using death attacks on Undead) are all done much, much better by games that are designed from the ground up.Razz said:That may be so about 20th-level characters. But you're still limited at what you can do. 9th-level spells can only do so much. You can't slice off the top of a mountain and make it float in the air with 9th-level spells. Only epic spells can do that.
I see Epic play as breaking beyond those limitations. Can't naturally use death attack on undead? An epic feat solves the problem. It's not something you'll want to give out as a feat below 20th-level...the prerequisites would be TOO HIGH. At least if you peg it as an epic feat, you can give it prerequisites only epic characters can achieve. Skills is another thing. They can get really high at 20th-level alone. Something has to tell you "Well, if you managed to get it this high, here's what you can do."
Epic magic items do need a fix. But epic PrC and taking classes beyond 20th with the RAW is fine as is. I don't see where the problem is with that.
Again, I believe an Epic Level Handbook should give you the options to "go beyond". Want to jump 100 feet in a single bound WITHOUT magic, but with pure skill? Get epic level. Want to juggle several weapons while attacking with them during battle? Get epic level. Want to naturally be the fastest creature to move in D&D? (without magic) Get epic level.
Exalted is probably the best example, because it's explicitly designed for supra-mythic fantasy. Roughly translated into D&D terms, it 'starts' about 12th-14th level and goes well into Epic territory (I'm talking about Solar exalts here; others are generally weaker and cap out sooner). Slicing a mountaintop off? No problem. Using it as a projectile weapon? Doable. *Parrying it with your bare hand, without even having to roll for it, because you're just that cool?* That's what advanced Solars do. And, while Exalted is a crunchy and sometimes clunky system in its own right, Solars do that much, much more smoothly than, say, 35-45th level D&D characters, because the system is built from the ground up to handle that kind of capability, rather than having it kludged on after the fact.
HERO can also do "Epic" play faster and smoother (although in that, it's "Cosmic" play). In HERO's case, it's that the system scales better because of how it's designed mathematically. Cosmic play in HERO is not, or at least doesn't have to be, significantly more complex than 'heroic' play, which is pretty much normal, non- or barely magical action heroes.
Mutants & Masterminds is a lot faster and simpler than HERO and is d20-based, and handles cosmic/epic play much, much better than D&D because it scales more smoothly (though not quite as smoothly as HERO, IMO).
D&D, by the very nature of its system and its history, tends to give diminishing returns of fun vs. work as you advance in levels, and this is greatly exacerbated by the Epic rules. Also, Epic vs. non-Epic basically puts you into the territory of arbitrary distinctions.
Take the undead/death effects thing; it’s not a super ability (basically, you get to target Fort saves of creatures that have bad Fort saves), it just doesn’t make sense flavor-wise; death effects are powered by the same stuff undead are, so why does a death effect hurt them? Very rarely will it be more powerful than a non-death effect such as disintegrate, so you’re basically overcoming an odd flavor restriction at the cost of an epic feat.
Or +5 vs. +6 weapons. A +5 keen holy ghost touch long sword is almost always more useful than a +8 long sword, but you’re arbitrarily restricted from getting the latter ‘pre-Epic.’
As to the ‘non-magical’ superleaps and such… mechanically, these are pretty awful, being almost always worse than their magical equivalents. Fluff-wise, they pretty much ARE magical, because it’s certainly well beyond the laws of physics.
The only thing you can’t really do pre-Epic is affect a huge area (the mountaintop example), and there’s no mechanical reason to restrict this, either. I’d say either wish or miracle would cover these effects, and custom spell research could easily duplicate them.