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<blockquote data-quote="Stalker0" data-source="post: 7559960" data-attributes="member: 5889"><p>You might consider instead of focus on levels...use the epic boons in the DMG. They give a cool power bump but not in the same way as a level.</p><p></p><p>Also you can focus on flexibility over “moar power”, which keeps it fun but doesn’t push the curve too high. For example a legendary sword that assumes the form of any other sword in the game...already attuned. It’s incredibly awesome...but no stronger than a 20th level character would wield at any given time. </p><p></p><p>Maybe give your players some ribbon abilities from other classes...again cool, but not earthbreaking.</p><p></p><p>As far as running, I will give you the best advice I can from my own 20th level series:</p><p></p><p>1) time pressure is an absolute must. If you actually want an adventure to be hard, as opposed to them just showing off...time is really the only thing that matters. Otherwise...they will just win.</p><p></p><p>The multiverse is ending!! Yawn...ok, we will get on that.</p><p></p><p>The multiverse is ending...in 24 hours!! Ok...now that’s a challenge! </p><p></p><p>2) make an adventure not caring in the slightest how the party will handle it.</p><p></p><p>Don’t bother with the how when you set up the adventure, this is actually the “easiest” part of running epic. If the players need to know the unknowable code to bagerons fortress...don’t have a means. Literally write it down going...”I have no idea how they will do this”</p><p></p><p>And then...they will figure it out. Because that’s what makes it epic, parties at this point can constantly come up with crazy ideas to find a way. If they don’t have an answer...they know someone who will. Hell they probably know God’s thst</p><p>Can help!</p><p></p><p></p><p>Those two Things I have found to be essential ingredients to prevent a lot of planning only to see disappointment. Just throw down the impossible challenge with an impossible time limit...sit back, and let the party be epic</p></blockquote><p></p>
[QUOTE="Stalker0, post: 7559960, member: 5889"] You might consider instead of focus on levels...use the epic boons in the DMG. They give a cool power bump but not in the same way as a level. Also you can focus on flexibility over “moar power”, which keeps it fun but doesn’t push the curve too high. For example a legendary sword that assumes the form of any other sword in the game...already attuned. It’s incredibly awesome...but no stronger than a 20th level character would wield at any given time. Maybe give your players some ribbon abilities from other classes...again cool, but not earthbreaking. As far as running, I will give you the best advice I can from my own 20th level series: 1) time pressure is an absolute must. If you actually want an adventure to be hard, as opposed to them just showing off...time is really the only thing that matters. Otherwise...they will just win. The multiverse is ending!! Yawn...ok, we will get on that. The multiverse is ending...in 24 hours!! Ok...now that’s a challenge! 2) make an adventure not caring in the slightest how the party will handle it. Don’t bother with the how when you set up the adventure, this is actually the “easiest” part of running epic. If the players need to know the unknowable code to bagerons fortress...don’t have a means. Literally write it down going...”I have no idea how they will do this” And then...they will figure it out. Because that’s what makes it epic, parties at this point can constantly come up with crazy ideas to find a way. If they don’t have an answer...they know someone who will. Hell they probably know God’s thst Can help! Those two Things I have found to be essential ingredients to prevent a lot of planning only to see disappointment. Just throw down the impossible challenge with an impossible time limit...sit back, and let the party be epic [/QUOTE]
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