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What would you want in Epic?
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<blockquote data-quote="Thia Halmades" data-source="post: 2712171" data-attributes="member: 35863"><p>As I was saying: I agree that there's a flaw in the system in representing commoners & expert types, but 100 really is too spaced out. So far I'm hearing the Epic system isn't all that 'Epic' - in a way, that's actually okay with me. It doesn't need to be "epic" in the crazy, broken, suddenly we're in a whole new category sense of the word. It really doesn't. It needs to represent what happens after 20th level, which is pretty close to the maximum human potential (in general, broad stroke theory). Epic is when you're reaching well beyond that potential. It should (as was said prior) simply represent what happens when you go past 20. And that's the rub.</p><p></p><p>Epic Feats are groovy. I'm down with that. But a lot of it involves having had numerous WISH spells tossed on you and having insane gear. Again, I'm in the 'anti-gear' camp, which means Epic is automatically problematic for me. When I say anti-gear, it's not because I don't want my players to be able to pimp out; it's because I want the gear they have to be important to them, and significant. I don't want them picking up a "+4 Frostbrand" and stowing it in their pack next to their "+5 Defender" and their "+3 Shocking Burst Great Axe." I leave that sort of power gaming to my Xbox.</p><p></p><p>I don't think anyone in my campaigns is going to have the 25 DEX to do the crazy thing. It's just not how the game is designed; so do I rework the entire Epic system? How do I get the players the power they deserve without making them super-heroes. I'm running a gritty world variant; I don't need people slinging lightning bolts from their weapons and flying all over the battle field. In that sense I would have preferred to keep the campaign low-level, but then just one Babau will consume the party and get fat sucking the marrow from their bones.</p><p></p><p>Bleargh.</p></blockquote><p></p>
[QUOTE="Thia Halmades, post: 2712171, member: 35863"] As I was saying: I agree that there's a flaw in the system in representing commoners & expert types, but 100 really is too spaced out. So far I'm hearing the Epic system isn't all that 'Epic' - in a way, that's actually okay with me. It doesn't need to be "epic" in the crazy, broken, suddenly we're in a whole new category sense of the word. It really doesn't. It needs to represent what happens after 20th level, which is pretty close to the maximum human potential (in general, broad stroke theory). Epic is when you're reaching well beyond that potential. It should (as was said prior) simply represent what happens when you go past 20. And that's the rub. Epic Feats are groovy. I'm down with that. But a lot of it involves having had numerous WISH spells tossed on you and having insane gear. Again, I'm in the 'anti-gear' camp, which means Epic is automatically problematic for me. When I say anti-gear, it's not because I don't want my players to be able to pimp out; it's because I want the gear they have to be important to them, and significant. I don't want them picking up a "+4 Frostbrand" and stowing it in their pack next to their "+5 Defender" and their "+3 Shocking Burst Great Axe." I leave that sort of power gaming to my Xbox. I don't think anyone in my campaigns is going to have the 25 DEX to do the crazy thing. It's just not how the game is designed; so do I rework the entire Epic system? How do I get the players the power they deserve without making them super-heroes. I'm running a gritty world variant; I don't need people slinging lightning bolts from their weapons and flying all over the battle field. In that sense I would have preferred to keep the campaign low-level, but then just one Babau will consume the party and get fat sucking the marrow from their bones. Bleargh. [/QUOTE]
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