THIS.
A thousand times THIS.
A 28th level, with six characters, two pets and two followers, combined with stacking powers from classes, prestige classes, magic items, spell effects and who knows what else, the math became tedious in the extreme. Then factor in conditional bonuses, combat options, feats and terrain effects....GAH.
The Golden Rule applies before you calculate the final CR. The Silver Rule is just the final CR * 0.83 (or, if it's 20+, CR -3). If you want to take an existing 3.5 monster and convert it to UK's system, just multiply by 1.5 (or dragons x2) - it's a rough estimate, but it mostly works. I've found that WotC's and UK's CRs are the same or very close up to about CR 5, then they start to diverge.With regards to the article on revised crs by Upper Krust...How do I interpret the final cr? For example, a balor is cr31 (and there are still the golden/silver rules)...how do I convert it to 3.5-cr?![]()
This was my favorite 25th level session:
Beginning of Round 1: Vampire cleric casts Mordenkainen's Disjunction.
Rest of session: Recalculating character sheets...
See you next week for the rest of Round 1!
PS

Ahoy there Piratecat!
Apologies if necessary.
What I actually meant to say was stop wasting time trying to 'fix' high-level 3/3.5E because 4E has already solved all the problems of high-level gaming.
I wasn't trying to suggest you shouldn't play 3/3.5E in its totality - although yes, in my opinion, 4E is by far the superior system.
I fear you may be missing the forest for the trees. 4E has its own high level gaming problems, and they are less tractable:
a) per-level scaling is off (noticeably by paragon, hugely by epic, absurdly past that)
b) +/-extra stat to d20 roll breaks by epic (and can be broken by paragon)
c) you can only pump 2 stats (yes, that is more than 3e, see below).
3e solved the scaling problems by putting huge scatter into the system. Who cared if your class had bad will saves and you weren't pumping Wis? Toss on Mind Blank and it was all good. The multitude of options for 3e made life messier, but they also allowed one to fill in the potholes. Sure, if people didn't actually *want* to play, then the system broke, but the same goes for 4e. On the other hand, 4e doesn't give you the tools to cover the potholes if people do want to play.
4e seems pretty rock solid at epic level. Can you provide speciifc examples of what's broken?
And 3e didn't solve anything, unless you think the escalating game of unbeatable attack countered by invincible defense was a good thing. I don't like rock-paper-scissors combat.
Epic level 3e was basically each side pulling out a trump card to outdo the other until one side pulled out something the other side couldn't match and then you were dead. Most often this occured within 1 or 2 rounds. I don't consider that good design.
PC vs. NPC scaling by level: PCs scale at about -1/7 levels slower than NPCs, in d20 roll categories which they are stat pumping. This hits -4 at around lvl 30, and 4 is where things *break* on d20s. It gets worse in non-pumped rolls, and there 4e doesn't give you ways to end-run like Mind Blank.
+Extra stat on d20 roll abilities start giving things like +/- 8 by the Epic tier. This can take you from 50% success rates to 0/100% success rates. Witness the Orb wizard. Or, more simply, compare the party whose warlord landed Lead the Attack (lvl 1 ability!!) against a solo to the party whose warlord failed to land it (or the party without the warlord at all). +8 to hit will at least double the party's melee output. In 3e, the assumption was that *everyone* had *multiple* ways to hit the needed damage output, and would use them until they worked. 4e doesn't give you enough similar options to make them reliable.
I suppose I could sort of see that, but I don't think its possible to balance a game so that those who deliberately make sub-par choices are as equally effective as those who make optimized choices. It is far more reasonable to assume that players of fighters will make feat and stat boost choices that make them better and more effective fighters. The same thing could be said for players of any class.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.