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What is wrong with Epic Material?
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<blockquote data-quote="GQuail" data-source="post: 3536855" data-attributes="member: 30709"><p>I want to like Epic play, I really do: my current campaign is at level 12 and I've mooted with the players rising to as high as we go. But I think there are issues with it that a 3.5 revised book could really do with coming out to sort out...</p><p></p><p></p><p></p><p>These three are probably the obvious ones: Epic Spells are a good concept with a clunky execution that leaves an awful lot of room for rules-lawyers to go to town; epic BAB/Saves adds a whole new "when did you take this level?" question to D&D that makes character generation more complex; realigning the magical item powers after crossing level 20 and adding in a x10 cost modifier is a somewhat rough way of adding in new gear.</p><p></p><p>Then again, I do really like a lot of the monsters therein, and find the general advice on running high level adventures to be good; and some of the epic spells aren't all that bad. The book is certainly not irredeemable, and as I said, it's something I'd like to toy with at a later date: but I think it might help that I've used bits and pieces from it since the start of the campaign rather than trying to shoehorn it in as level 19 approaches. (E.G. races like the LeShay have been namechecked, and a few NPCs operate as Epic Level to demonstrate what a high level adventurer can do) </p><p></p><p>The previously mentioned Upper_Krust's Immortal's Handbook might be worth a look for those who want an alternate epic idea, although with just one bestiary out right now and a player's guide lingering on not-quite-yet-dom, the update speed may prove too glacial for those who seek to pick up and play tomorrow. It certainly sets out to fix all the problems of the Epic Level Handbook, and reading the Bestiary reignited my interest in epic level play.</p></blockquote><p></p>
[QUOTE="GQuail, post: 3536855, member: 30709"] I want to like Epic play, I really do: my current campaign is at level 12 and I've mooted with the players rising to as high as we go. But I think there are issues with it that a 3.5 revised book could really do with coming out to sort out... These three are probably the obvious ones: Epic Spells are a good concept with a clunky execution that leaves an awful lot of room for rules-lawyers to go to town; epic BAB/Saves adds a whole new "when did you take this level?" question to D&D that makes character generation more complex; realigning the magical item powers after crossing level 20 and adding in a x10 cost modifier is a somewhat rough way of adding in new gear. Then again, I do really like a lot of the monsters therein, and find the general advice on running high level adventures to be good; and some of the epic spells aren't all that bad. The book is certainly not irredeemable, and as I said, it's something I'd like to toy with at a later date: but I think it might help that I've used bits and pieces from it since the start of the campaign rather than trying to shoehorn it in as level 19 approaches. (E.G. races like the LeShay have been namechecked, and a few NPCs operate as Epic Level to demonstrate what a high level adventurer can do) The previously mentioned Upper_Krust's Immortal's Handbook might be worth a look for those who want an alternate epic idea, although with just one bestiary out right now and a player's guide lingering on not-quite-yet-dom, the update speed may prove too glacial for those who seek to pick up and play tomorrow. It certainly sets out to fix all the problems of the Epic Level Handbook, and reading the Bestiary reignited my interest in epic level play. [/QUOTE]
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