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What would you want in Epic?
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<blockquote data-quote="Thia Halmades" data-source="post: 2706785" data-attributes="member: 35863"><p>I'm actually curious where this thread is going to go, since I have to face the very real possibility of an Epic war campaign going to Hell here in a bit. Some things I've already taken into account:</p><p></p><p>- I'm not running a 'mega wealth' game to begin with, so that'll have to get tossed.</p><p></p><p>- I've found so far that the Relics in Comp.Div. are far more interesting as Epic type </p><p>items, with full histories, etc., than any listed Epic item in the core book.</p><p></p><p>- Why is this entire system dependent on wealth management? That's a major flaw of the current RAW, IMO. (Sorry for the acronyms). Anything which heaves that out the window is an improvement.</p><p></p><p>- I actually agree with Nyaricus. You, stop staring. No, seriously. While I wouldn't know what to do with 100 levels - to me it's just too spaced out - I submit that I've had to revise the rules significantly to account for commoners, experts, etc. I have 16th level Experts running around my campaign, but they're otherwise unremarkable. Just because you're a rocket scientist (or an Imperial Alchemist with a swank room & lab at the castle) doesn't mean you can swing a sword.</p><p></p><p>- Everyone needs to stop mocking the Paladin. Sheesh. Leave my Sacred Cow alone.</p><p></p><p>- Lastly, as far as a 100 level progression, when I say 'too spaced out' I mean that other than having to revise the entire freaking system, you don't gain enough power over that period to make leveling seem worthwhile. Instead of leveling up constantly and having tons of 'empty' levels, you level up in 1/5th the time, but are generally rewarded at each level up. For a massive level up list, I turn to either EQ (60? I think?) and Pokemon (100 each). Lots of dead air in some of those classes, which might not work as well in a table top setting.</p><p></p><p>I'm not ruling it out as much as I'm saying I wouldn't want the headache of designing & playtesting it. I think it could work, but we'd be talking about tossing RAW completely.</p><p></p><p>Nine Hands: I also use that variant. Along with it, a nat20 adds '10' to the final roll, instead of guaranteed success, and a nat1 deducts 10 from the final roll. Also, I have players roll to confirm botches (going flat-footed & losing a turn, generally) during combat from overstretching. One of the best things I ever did, actually put the importance back on the players build, instead of randomly hoping they'd natch.</p></blockquote><p></p>
[QUOTE="Thia Halmades, post: 2706785, member: 35863"] I'm actually curious where this thread is going to go, since I have to face the very real possibility of an Epic war campaign going to Hell here in a bit. Some things I've already taken into account: - I'm not running a 'mega wealth' game to begin with, so that'll have to get tossed. - I've found so far that the Relics in Comp.Div. are far more interesting as Epic type items, with full histories, etc., than any listed Epic item in the core book. - Why is this entire system dependent on wealth management? That's a major flaw of the current RAW, IMO. (Sorry for the acronyms). Anything which heaves that out the window is an improvement. - I actually agree with Nyaricus. You, stop staring. No, seriously. While I wouldn't know what to do with 100 levels - to me it's just too spaced out - I submit that I've had to revise the rules significantly to account for commoners, experts, etc. I have 16th level Experts running around my campaign, but they're otherwise unremarkable. Just because you're a rocket scientist (or an Imperial Alchemist with a swank room & lab at the castle) doesn't mean you can swing a sword. - Everyone needs to stop mocking the Paladin. Sheesh. Leave my Sacred Cow alone. - Lastly, as far as a 100 level progression, when I say 'too spaced out' I mean that other than having to revise the entire freaking system, you don't gain enough power over that period to make leveling seem worthwhile. Instead of leveling up constantly and having tons of 'empty' levels, you level up in 1/5th the time, but are generally rewarded at each level up. For a massive level up list, I turn to either EQ (60? I think?) and Pokemon (100 each). Lots of dead air in some of those classes, which might not work as well in a table top setting. I'm not ruling it out as much as I'm saying I wouldn't want the headache of designing & playtesting it. I think it could work, but we'd be talking about tossing RAW completely. Nine Hands: I also use that variant. Along with it, a nat20 adds '10' to the final roll, instead of guaranteed success, and a nat1 deducts 10 from the final roll. Also, I have players roll to confirm botches (going flat-footed & losing a turn, generally) during combat from overstretching. One of the best things I ever did, actually put the importance back on the players build, instead of randomly hoping they'd natch. [/QUOTE]
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