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What is wrong with Epic Material?
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<blockquote data-quote="Arkham" data-source="post: 3544647" data-attributes="member: 332"><p>Yes. I am currently running an epic campaign, average party level 26 now.</p><p></p><p>I ditched the epic BAB/Save progression, and just extended the normal class progression ad-inifinitum. This works fine.</p><p></p><p>The epic feats are a few gems amongst a load of crap. Most are just more of the same, more +'s. A few are truely broken, like Ignore Material Components. And a few are actually inspired, or at least unique.</p><p></p><p>Most of the epic skill-uses my PCs don't use, as they haven't loaded up with skill-boosting items. So aside from the spellcraft check to ID items ( now superfluous with the MIC rules ), this has gotten little use. But these, at least, seem cool, just out of reach at lower epic levels without magic items. But then, magic items could perform those effects, so what's the difference?</p><p></p><p>I like most of the epic monsters, but the CRs are screwed up totally. Considering the ELH was written for 3.0, this is unsurprising.</p><p></p><p>But the epic spells blow. I've given the spellcasters free access to epic spells without requiring a feat. But they have not taken advantage of it. No loss there.</p><p>I've also freely extended spellcasters spells/day based on their lower level class's progression. I see no reason for the artifical de-powering for the levels that should be em-powering.</p><p></p><p>I know I've tinkered with it, and so its not RAW, but everything that has been broken about the game has been things from the RAW. The number of options, immunities, etc have bogged the game down where we're lucky to finish a single fight in a night. Next time I want to run an 'epic' game, I'll just create an 'epic' setting and plot in a lower-level game.</p></blockquote><p></p>
[QUOTE="Arkham, post: 3544647, member: 332"] Yes. I am currently running an epic campaign, average party level 26 now. I ditched the epic BAB/Save progression, and just extended the normal class progression ad-inifinitum. This works fine. The epic feats are a few gems amongst a load of crap. Most are just more of the same, more +'s. A few are truely broken, like Ignore Material Components. And a few are actually inspired, or at least unique. Most of the epic skill-uses my PCs don't use, as they haven't loaded up with skill-boosting items. So aside from the spellcraft check to ID items ( now superfluous with the MIC rules ), this has gotten little use. But these, at least, seem cool, just out of reach at lower epic levels without magic items. But then, magic items could perform those effects, so what's the difference? I like most of the epic monsters, but the CRs are screwed up totally. Considering the ELH was written for 3.0, this is unsurprising. But the epic spells blow. I've given the spellcasters free access to epic spells without requiring a feat. But they have not taken advantage of it. No loss there. I've also freely extended spellcasters spells/day based on their lower level class's progression. I see no reason for the artifical de-powering for the levels that should be em-powering. I know I've tinkered with it, and so its not RAW, but everything that has been broken about the game has been things from the RAW. The number of options, immunities, etc have bogged the game down where we're lucky to finish a single fight in a night. Next time I want to run an 'epic' game, I'll just create an 'epic' setting and plot in a lower-level game. [/QUOTE]
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