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What is wrong with Epic Material?
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<blockquote data-quote="Kerrick" data-source="post: 3539749" data-attributes="member: 4722"><p>It's not really a bad assumption... <em>assuming everyone likes that style of play.</em> Which is most definitely not the case. This isn't 1E anymore - you don't go from the town to the dungeon, kick open the door to the 10x10 room, kill the horde of orcs, take their loot, and go back to town to sell it. 3E was designed to take advantage of ALL styles of play, from pure hack 'n slash to pure RP (though I'll admit, it tends to lean more toward the former than the latter), but the epic rules weren't - it's just, like Plane said, "[d20] turned up to 11". And it's sad, really, because there's so much they could've done with it. The monsters, at least, showed some originality, but the rest just gives the feel of a total kludge system, something that's tacked on as an afterthought, instead of designed to mesh seamlessly with the existing rules.</p><p></p><p>I've played around with some aspects of the system, and I've played epic a few times. Our house rules include: all base classes are capped at L20, and all PrCs at max level (usually 10); saves/BAB continue normally; and we use a <a href="http://shtar.pbwiki.com/f/LSC.zip" target="_blank">variant epic spell system</a>.</p><p></p><p>Some folks over on the WotC epic boards have a project going to convert all the epic material in the SRD to 3.5, though I'm not sure that it's not a lost cause, considering how much "epic" material isn't epic anymore. If I were to go through and revise epic (say, make a a new ELH), I'd fix (in no particular order):</p><p></p><p>Feats - Start from the bottom up, ditch everything that got nerfed right off the bat (like the ones that are now in PHBII), get rid of the crap stuff after that (Great xxx, Craft Epic xxx, etc.), and work from the handful of truly decent feats that are left. </p><p></p><p>Magic items. The only reason they made epic items cost so freaking much was a) to keep them out of the hands of non-epics; and b) to keep up with the rampant increase in starting wealth. I did a <a href="http://shtar.pbwiki.com/Epic%20Pricing%20System" target="_blank">graded pricing system</a> that fixes the stupid pricing scheme; the rest can be fixed by creating some truly original magic items, instead of stuff that just increases bonuses of already existing items.</p><p></p><p>Artifacts. What in the name of all that's holy were they thinking? Those aren't artifacts - those are jumped-up magic items, some of which aren't even fit for being called epic! The stuff in the DMG is better than that. Ugh.</p><p></p><p>PrCs. Get some real, EPIC PrCs in there, instead of the uninspired crap they have. Now, I'll grant, some of those are decent... but they're not epic, at least not as written (Agent Retriever), and some are epic, but they just suck (Legendary Dreadnought).</p><p></p><p>Deities. Yes, deities. Give them the epic feats and magic items they deserve - they're long overdue.</p><p></p><p>Edit: Oh yeah, and get rid of the rampant immunities plaguing the system. I agree with Moogle here - the system needs to be adjusted from the ground up. Immunities at ALL levels need to go, because epic becomes nothing more than "everyone has a pile of immunities, rendering spellcasters nigh useless and forcing the fighters to hack away at the hit points". Okay, maybe not that bad, but immunities are definitely far more prevalent than they should be at epic - fear, crits, sneaks, energy, stupid high DR, poison, disease... what's the point, after awhile?</p></blockquote><p></p>
[QUOTE="Kerrick, post: 3539749, member: 4722"] It's not really a bad assumption... [i]assuming everyone likes that style of play.[/i] Which is most definitely not the case. This isn't 1E anymore - you don't go from the town to the dungeon, kick open the door to the 10x10 room, kill the horde of orcs, take their loot, and go back to town to sell it. 3E was designed to take advantage of ALL styles of play, from pure hack 'n slash to pure RP (though I'll admit, it tends to lean more toward the former than the latter), but the epic rules weren't - it's just, like Plane said, "[d20] turned up to 11". And it's sad, really, because there's so much they could've done with it. The monsters, at least, showed some originality, but the rest just gives the feel of a total kludge system, something that's tacked on as an afterthought, instead of designed to mesh seamlessly with the existing rules. I've played around with some aspects of the system, and I've played epic a few times. Our house rules include: all base classes are capped at L20, and all PrCs at max level (usually 10); saves/BAB continue normally; and we use a [url=http://shtar.pbwiki.com/f/LSC.zip]variant epic spell system[/url]. Some folks over on the WotC epic boards have a project going to convert all the epic material in the SRD to 3.5, though I'm not sure that it's not a lost cause, considering how much "epic" material isn't epic anymore. If I were to go through and revise epic (say, make a a new ELH), I'd fix (in no particular order): Feats - Start from the bottom up, ditch everything that got nerfed right off the bat (like the ones that are now in PHBII), get rid of the crap stuff after that (Great xxx, Craft Epic xxx, etc.), and work from the handful of truly decent feats that are left. Magic items. The only reason they made epic items cost so freaking much was a) to keep them out of the hands of non-epics; and b) to keep up with the rampant increase in starting wealth. I did a [url=http://shtar.pbwiki.com/Epic%20Pricing%20System]graded pricing system[/url] that fixes the stupid pricing scheme; the rest can be fixed by creating some truly original magic items, instead of stuff that just increases bonuses of already existing items. Artifacts. What in the name of all that's holy were they thinking? Those aren't artifacts - those are jumped-up magic items, some of which aren't even fit for being called epic! The stuff in the DMG is better than that. Ugh. PrCs. Get some real, EPIC PrCs in there, instead of the uninspired crap they have. Now, I'll grant, some of those are decent... but they're not epic, at least not as written (Agent Retriever), and some are epic, but they just suck (Legendary Dreadnought). Deities. Yes, deities. Give them the epic feats and magic items they deserve - they're long overdue. Edit: Oh yeah, and get rid of the rampant immunities plaguing the system. I agree with Moogle here - the system needs to be adjusted from the ground up. Immunities at ALL levels need to go, because epic becomes nothing more than "everyone has a pile of immunities, rendering spellcasters nigh useless and forcing the fighters to hack away at the hit points". Okay, maybe not that bad, but immunities are definitely far more prevalent than they should be at epic - fear, crits, sneaks, energy, stupid high DR, poison, disease... what's the point, after awhile? [/QUOTE]
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