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What is wrong with Epic Material?
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<blockquote data-quote="ashockney" data-source="post: 3540974" data-attributes="member: 1363"><p>A good set of rules would need to deal with the following issues:</p><p>1) Managing the versimilitude of most D&D campaigns</p><p>2) Providing new things to work for that would be desired</p><p>3) Building a balanced character development system</p><p></p><p>They do a fair job of issue 1, and a fair job with issue 2, and poor job with issue 3.</p><p></p><p></p><p></p><p>The spell system is not very well balanced, too easily broken, and there's far too much work involved. I like it as an "alternate" possibility, but not as the main spellcasting system.</p><p></p><p>Challenge Ratings worked really well for me up until about 30th level. However, they are tough to balance with classed PC's.</p><p></p><p>The numbers are nearly unbearable, without question.</p><p></p><p>Other problems: the game breaks down into "unbeatable/unkillable, except..." a little too often. No player wants to be useless in an encounter, and this happens way too often in Epic. No player wants their PC killed like a toon in PvP on WoW, essentially living in the graveyard and getting whacked the minute you set foot outside of it. The numbers don't scale effectively to run challenging and interesting encounters, instead they scale, and then you ignore what players can do, for the most part. The time required to facilitate play is extremely cumbersome at times. On the plus side, when you find the "hole" in your opponents defense, it's typically all over but the crying. However, generally in order to survive, a DM must often layer three, four, five, and six layers of defenses upon an epic NPC. That is a tremendous amount of stuff to remember, and can be embarrasingly long to adjudicate through one round.</p><p></p><p>Missing elements: dealing with the versimilitude issues, developing a system to represent wealth creation on a regional basis, developing an effective leadership system, developing an effective system for managing and improving your land holdings and title, developing an effective system for defending your territory, developing an effective system for national and international diplomacy, and finally developing a system for war campaign management.</p><p></p><p>What do you mean by RAW?</p><p></p><p>I have no idea about their intent with epic material. It seems like they are trying to provide it with a tiny bit of support throughout their products released since the ELH was published, and that's about it.</p><p></p><p></p><p></p><p>My players loved this as well. There are definitely some great opportunities to flex "epic" muscles built into the ELH. You can't argue with that logic, or any of the examples you sighted.</p></blockquote><p></p>
[QUOTE="ashockney, post: 3540974, member: 1363"] A good set of rules would need to deal with the following issues: 1) Managing the versimilitude of most D&D campaigns 2) Providing new things to work for that would be desired 3) Building a balanced character development system They do a fair job of issue 1, and a fair job with issue 2, and poor job with issue 3. The spell system is not very well balanced, too easily broken, and there's far too much work involved. I like it as an "alternate" possibility, but not as the main spellcasting system. Challenge Ratings worked really well for me up until about 30th level. However, they are tough to balance with classed PC's. The numbers are nearly unbearable, without question. Other problems: the game breaks down into "unbeatable/unkillable, except..." a little too often. No player wants to be useless in an encounter, and this happens way too often in Epic. No player wants their PC killed like a toon in PvP on WoW, essentially living in the graveyard and getting whacked the minute you set foot outside of it. The numbers don't scale effectively to run challenging and interesting encounters, instead they scale, and then you ignore what players can do, for the most part. The time required to facilitate play is extremely cumbersome at times. On the plus side, when you find the "hole" in your opponents defense, it's typically all over but the crying. However, generally in order to survive, a DM must often layer three, four, five, and six layers of defenses upon an epic NPC. That is a tremendous amount of stuff to remember, and can be embarrasingly long to adjudicate through one round. Missing elements: dealing with the versimilitude issues, developing a system to represent wealth creation on a regional basis, developing an effective leadership system, developing an effective system for managing and improving your land holdings and title, developing an effective system for defending your territory, developing an effective system for national and international diplomacy, and finally developing a system for war campaign management. What do you mean by RAW? I have no idea about their intent with epic material. It seems like they are trying to provide it with a tiny bit of support throughout their products released since the ELH was published, and that's about it. My players loved this as well. There are definitely some great opportunities to flex "epic" muscles built into the ELH. You can't argue with that logic, or any of the examples you sighted. [/QUOTE]
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