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<blockquote data-quote="Kelleris" data-source="post: 2709005" data-attributes="member: 19130"><p>Yes, though that's mainly a problem with spellcasters, I think. Although knocking-down-mountains attack rolls could be similarly abused.</p><p></p><p></p><p></p><p>Unfortunately, not really. It's something I see, but then you're right that the game actually encourages the use of spread-out bonus types. It gets to be that you can either get +1 AC by gaining 19000 XP to get your 20th level of Monk or by spending 1,000 gold on a pair of <em>bracers of armor +1</em>. So the system really pulls you both ways, toward treating each consecutive point of bonus as more significant than the last, and as treating consecutive points as just teensy increases. I'm not sure how to resolve the conceptual problem.</p><p></p><p></p><p></p><p>The more I think about it (hey, I'm up to an hour and a half! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> ), the more I'm thinking action points are the way to go. Keep ACs and attack bonuses and such roughly the same as they are at 20th level, and essentially force players to blow through their epic action points to counteract these penalties. Maybe have a slow increase, so the old 60-foot slash is second nature to an 80th-level fighter, but cutting apart the fabric of reality requires dipping into the action point pool. That solves both the "keep trying till you make it" and the "why not do it all the time" problems, I think.</p><p></p><p></p><p></p><p>Again, I think the solution is to cap a lot of things at 20th level, and only increase them slowly thereafter. Magic items would define the baseline, but it's the pool of action points and the quality, quantity, and regeneration rate of such that defines your real upper limits. A fighter who lost his magic weapon would be at a disadvantage, then, but at least in the short term could overcome that disadvantage just by increasing his rate of point consumption.</p><p></p><p>Honestly, though, you just need a stipulation that fighters can somehow recover their most important articles of gear when necessary, at some pretty reasonable (read: small) cost.</p><p></p><p></p><p></p><p>Well, I haven't seen <em>Advent Children</em>, but I would argue from my time playing FF games that magic items are certainly involved, at least in terms of signature weapons. But yeah, you want something that reflects crazy off-the-wall stuff for those climactic battles. I envision an epic campaign as mostly involving climactic, set-piece battles, actually. You'd probably have extensive stretches where the characters function as more-or-less normal very-high-level D&D characters, with moments designed to really force them to tap into something extra to keep up. Perhaps epic in this sense would be some unsustainable level of supra-human ability? Then you could encourage insane epic play without it getting so out of hand it becomes ridiculous - you could even justify somewhat limiting the impact of these people who can, in theory, <em>disintegrate</em> a city or knock a moon out of orbit with a single arrow.</p><p></p><p></p><p></p><p>Needless to say, I'd like to see this if it ever comes to fruition.</p><p></p><p></p><p></p><p>Heh. Sorry about that. DMH just happened to ask a particularly meaty question. Morningstar is Goodman Games' featured campaign setting, apparently. You can find a pretty good rundown <a href="http://www.goodman-games.com/4100preview.php" target="_blank">here</a>.</p></blockquote><p></p>
[QUOTE="Kelleris, post: 2709005, member: 19130"] Yes, though that's mainly a problem with spellcasters, I think. Although knocking-down-mountains attack rolls could be similarly abused. Unfortunately, not really. It's something I see, but then you're right that the game actually encourages the use of spread-out bonus types. It gets to be that you can either get +1 AC by gaining 19000 XP to get your 20th level of Monk or by spending 1,000 gold on a pair of [i]bracers of armor +1[/i]. So the system really pulls you both ways, toward treating each consecutive point of bonus as more significant than the last, and as treating consecutive points as just teensy increases. I'm not sure how to resolve the conceptual problem. The more I think about it (hey, I'm up to an hour and a half! :p ), the more I'm thinking action points are the way to go. Keep ACs and attack bonuses and such roughly the same as they are at 20th level, and essentially force players to blow through their epic action points to counteract these penalties. Maybe have a slow increase, so the old 60-foot slash is second nature to an 80th-level fighter, but cutting apart the fabric of reality requires dipping into the action point pool. That solves both the "keep trying till you make it" and the "why not do it all the time" problems, I think. Again, I think the solution is to cap a lot of things at 20th level, and only increase them slowly thereafter. Magic items would define the baseline, but it's the pool of action points and the quality, quantity, and regeneration rate of such that defines your real upper limits. A fighter who lost his magic weapon would be at a disadvantage, then, but at least in the short term could overcome that disadvantage just by increasing his rate of point consumption. Honestly, though, you just need a stipulation that fighters can somehow recover their most important articles of gear when necessary, at some pretty reasonable (read: small) cost. Well, I haven't seen [i]Advent Children[/i], but I would argue from my time playing FF games that magic items are certainly involved, at least in terms of signature weapons. But yeah, you want something that reflects crazy off-the-wall stuff for those climactic battles. I envision an epic campaign as mostly involving climactic, set-piece battles, actually. You'd probably have extensive stretches where the characters function as more-or-less normal very-high-level D&D characters, with moments designed to really force them to tap into something extra to keep up. Perhaps epic in this sense would be some unsustainable level of supra-human ability? Then you could encourage insane epic play without it getting so out of hand it becomes ridiculous - you could even justify somewhat limiting the impact of these people who can, in theory, [I]disintegrate[/I] a city or knock a moon out of orbit with a single arrow. Needless to say, I'd like to see this if it ever comes to fruition. Heh. Sorry about that. DMH just happened to ask a particularly meaty question. Morningstar is Goodman Games' featured campaign setting, apparently. You can find a pretty good rundown [URL=http://www.goodman-games.com/4100preview.php]here[/URL]. [/QUOTE]
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