What Does Epic Mean to You?


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The Exchange

Erik Mona wrote:

The current Epic Level rules are a mess.

The way to make the game more mythic in scope is not to make it more bloated with math.

So if Paizo does an "Epic Level" book, it will probably be a complete re-do. With that in mind, I'm very curious to hear what people think about the idea of play beyond level 20.

What are you looking for conceptually?

What are you looking for mechanically?

If you're skeptical, what can we do that might get you to give this one a try?

Any deal breakers?

I'm going to take a particular approach with my response and somewhat break the problem down into sections since there are parts that work and parts that don't.

Conceptually some basic info on ideas of HOW to run an epic level game with a particular (rule the world, travel the planes or what have you) approach would be some what useful but there is a catch: a fair amount of such material would need to be fairly bare bones since each table will be deciding on the associated meat and the game designers just can't anticipate every possible permutation of game out there. So there have been great ideas for epic campaigns proposed here but they will depend as much on each groups individual choices as anything from a rulebook.

As far as the math issue goes its a curse of high level play: the higher you get the more elements you need to deal with be it class features, feats, spells, magic items or special attacks.

Mechanically, most of the present skill uses and feats seem fine (potentially some of the feats could even be moved to high level pre-epic but that is a separate discussion). As far as spells go keep the existing end effects of the epic spells just change the exact mechanics to get there to more resemble pre-epic casting. Magic items could use a streamlining on the pricing and maybe move some to the high pre-epic field but otherwise they are okay. The whole "epic is something totally distinct" idea is an interesting one but it could be a pain to make work. For classes reinstate the pre-epic save and attack bonus progressions AND then test the heck out of it to make sure that there is still a reasonable ability for different classes to survive challenges to such progressions (if you hit a party with an attack that relies on a particular saving throw some classes the save will be a PoC and for others it could take a miracle not to get killed).

Trying it out before final release (Alpha and Beta style playtests) would work nicely to dispel skepticism.

Dealbreakers no


CharlieRock wrote:
Erik Mona wrote:

The current Epic Level rules are a mess.

The way to make the game more mythic in scope is not to make it more bloated with math.

So if Paizo does an "Epic Level" book, it will probably be a complete re-do. With that in mind, I'm very curious to hear what people think about the idea of play beyond level 20.

What are you looking for conceptually?

What are you looking for mechanically?

If you're skeptical, what can we do that might get you to give this one a try?

Any deal breakers?

Epic play reminds me of that old TSR book Deities and Demigods and how at a certain level DMs start using it like the new monster manual. Except that once you beat those 'monsters' there really isnt any point to playing the game. At least not with those characters.

I'm just not interested in playing past level 20. That's an inherent problem with level based progression games. Eventually you "top out" and have nothing to do except fight monsters with ever-bigger numbers (i.e. stats) in mega-godzilla type fights.

Read the Malazan book of the fallen series. That will show you how epic characters a) can be believable in a game world and b) Why htey don't just declare themselves god-emperoer of the world. I know it's not a DnD setting bbut I truly believe it is the best handling of DnD type power levels into believable fantasy.


Conceptually:

For me, the great thing about epic is options; you can create characters who can do anything, have them go anywhere and face any kind of challenge. Others have mentioned various ways you can take it, like founding kingdoms/religions/guilds etc, plane-hopping adventures, or the path to divine ascension. I'd like to see advice for running all of these and more. In fact, I'd want a substantial section of the book to be ideas and advice on how to actually run an epic game and make it work. Both conceptually and mechanically, epic is bigger and more complex than core, so lots of "tips from the experts" would be invaluable.

Mechanically:

What I want from epic mechanics in a word: consistency. I want epic levels to feel like a natural continuation of core levels, not like a completely different system. This means that I want actual class features rather than just bonus feats, and an epic magic system which bears some resemblance to the normal one (I never did understand the abandoning of spell levels for Spellcraft DCs).

The other area where I want consistency is with the deific rules (if Paizo plans to redo those too; here's hoping...). Doing the ELH and D&DGs as seperate systems made no sense to me. Why would you need rules for deities anyway except for epic-level characters to interact with? Also, the seperate rules made the deity stats in D&DGs a joke - eg Boccob, supreme god of magic, can't cast epic spells...

The problem as I see it is that WotC tried to do an unlimited-levels system, and so since obviously they couldn't create infinite epic spells or class features they had to use a toolkit approach to character and spell building. I'd rather have limited levels and interesting new stuff that's reasonably balanced, personally. I particularly like the idea of a "soft cap" on levels suggested on another thread where you give specific class features up to a certain level, and then guidelines for advancement thereafter.

As to what the level cap should be, I think that would depend on whether Paizo were doing deity stats or not. If not, probably 40 or 50 should be high enough, as AFAIK very few people play past this level. If so, it'd probably need to go up to about level 70-80 to accomodate the greater gods.


By level 20, DnD 3.X characters that actually survived this long on their own virtues are stronger than just about every fantasy character who wasn't a god (and than many who were); stronger than the Exalted; stronger that any non cosmic-level superhero. They can crush demon hordes and conquer kingdoms for sport. Actual gods and other similar characters are the only opponents worthy of them. As about the Epic Levels Handbook... you can throw stars around with epic magic from there (never mind auto-owning anyone who is not a better epic spellcaster than you). Which would have been pretty fun, if not for the clunky and broken rules. I guess, I want to say, that DnD doesn't need more mechanical goodness for levels 20+. Because we already have plenty of crazy stuff. What it does need, is the settings (and basic rulebooks, too) that actually recognize the fact that, yes, characters of levels 13+ are high-profile superheroes, capable of truly miraculous stuff.

The Exchange

Erik Mona wrote:
The current Epic Level rules are a mess.

Yep, like an Atom bomb to good storytelling.

Erik Mona wrote:
The way to make the game more mythic in scope is not to make it more bloated with math.

Now that is a good pitch!

Erik Mona wrote:
So if Paizo does an "Epic Level" book, it will probably be a complete re-do. With that in mind, I'm very curious to hear what people think about the idea of play beyond level 20.

I feel the system should be made easy enough to play for both novices and experts. The system shouldn't carry "the baggage" of the previous system (Pathfinder RPG). The system cannot bog down on multi rule debates that would clearly overwhelm a novice DM. Epic character creation should take the sametime to make as a 1st level character (without a computer). The story must come first and the pacing must "keep up" with all previous works by Paizo.

Erik Mona wrote:
What are you looking for conceptually?
I feel epic adventures should rival any greek mythology such as the Odyssey or Iliand. If you are an Epic Character, than you are at least a pop star among your peers, if not the world populous. There should be a lot of influences that would form around the individual PC. Fighters become kings of kingdoms with armies. Wizard's aquire greater secrets and knowledge as well as apprentices (ala Mickey Mouse). IMO, Epic should be the stuff of star constellations and great myths. Epic should rock Galorian in major ways. There should be no end to how epic adventures can ruin or change the world.
Erik Mona wrote:
What are you looking for mechanically?

For sure, I don't want an extension of "more the same, but harder to manage". The game must have a point where a character can take an Epic Class and shed the complexity that the previous levels have built up. I would convert the entire PRPG system into a simplified Epic PRPG system. For instance, you would have 3 progressive regular feats traded off for one super feat. You could say that you have to dumb the game back down again so you have the incentives and enjoyment to build it back up. I might also add that taking an Epic Level Class early should somehow reward a character in future Epic Levels. Epic Level Classes should look appealing at a time when the game is reaching it's "point of limited returns via complexity". And at that point, it would be nice if the reward was making the game interesting, but also manageable. Epic Level play should be in the spirit of epics in literature and not in the realm of gaming experts that talk more about the rules than the actual play.

Erik Mona wrote:
If you're skeptical, what can we do that might get you to give this one a try?

Hell yes I am skeptical. I am very skeptical. It seems everyone wants to keep what took so long to earn. The only problem with keeping it is that the game ends. Who wants to deal with that kind of complexity in a casual gaming night? Certainly not me, the GM. I see nothing "Epic" in that. I see no "story" in that. I also see a very small target audience. If this change isn't radical, I want nothing to do with it.

Erik Mona wrote:
Any deal breakers?

The deal breaker is having anyone who remotley likes the Epic Level Handbook or any designer related to it have a say in this. Those are a tiny group that are out of their depth as to what everyday people enjoy. I have a name for them. They are, the Napoleon Dynamites.

On a side note, I really think this project would steer the Paizo ship deep into uncharted waters. To create an entirely new Epic system from scratch will be a major undertaking. I do not question that Paizo has the ability to pull this off, but this is something that will truly change the game. You guys are playing with Plutonium now. This is a very defining moment for Paizo. If Epic is playable by the masses, then perhaps everyone will want to see what it is like....to play God. And if they do....

Cheers,
Zux


I want Paizo to make an epic level book, a complete re-do, so I've given this some serious thought since my last post in this thread.

Here's what an epic-style book should do:

Provide guidance for DMs and players about what happens between being king of some small country and being a god. There's a lot of room there that has to do with how individuals (or interesting organizations) build and shape worlds, planes, demiplanes, and the pathways between them.

For all the 3.5 supplements and sourcebooks out there, I can't find one that gives proper instruction to creating and ruling your own demiplane or how to orchestrate and execute world changing events- not just evil ones, but good, lawful, and chaotic ones as well. (Other than how the ELH tells you how to build single spells to trigger major catastrophes).

As someone posted earlier, everyone knows how to become a king but few want to. However, I would like to read an epic-level book that tells me how to exceed the boundaries of ruling one political region and perhaps create and influence entire worlds, planes and demiplanes without crossing the boundaries into godhood.

Just sayin'.


Light Dragon wrote:

Why not freeze regular character progressions...

- No additions to BAB or fortitude, will, reflex, etc. to cut down on some math.
- Instead, have characters choose from spheres of epic feats.
- Each feat allows the character to do something "game breaking" equivalent to a lower level spell or some current OGL epic level spell. (Similar in a sense to the 4E powers).

Through parceling out such benefits, the players can advance characters in meaningful ways. Players choose what benefits they receive.

Little is lost by eliminating extra mathematics that don't allow for player-choice. Choice is fun, adding numbers is not (and is often done incorrectly.)

This also makes creating monsters less of a mathematical headache. Create some rotateable feats for epic monsters (mind control, stop time, etc.) and value each at a level of 1-10, then GMs can mix-match.

---
Another idea: Players earn "epic points" instead of experience points. Each time they do something "epic" they gain a "power point" to invest in epic powers/feats. This rewards GMs and Players who imagine an Epic scope to a game and encourages "exalted-like" actions.

All things considered, this is exactly what I *DO NOT* want to see.

I don't think "epic" must mean "OK, learn an entirely new character advancement system now" at all. I would much prefer to stick with the game mecahnics that got us here. We've spent 20 levels following a certain set of mechanics. We know what to do when we level up. Let's keep doing that, but with more of an epic feel (as I've already posted).


Mykull wrote:


Example -->
Gandalf the Grey fights the Balrog.
He's gone for eras, epochs, ages, eons, whatever, it's long enough to forget what people called him.
He returns as Gandalf the White but for everyone else on Middle Earth, its only been a few weeks.

Leaves a 20th level wizard. Returns Epic. Small wonder the kings of the world haven't kept pace. And once you go to the planes, its easy enough to monkey with different time rates.

[Off Topic]

Gandalf a level 20 wizard? Really? What does he do?
Continual Light
Daylight
Ventriloquism
Presidigitation

He doesn't scribe scrolls or brew potions. And some of the stuff he does might be powers of his staff, especially the stuff related to light/daylight.

He does seem able to whip up some alchemical concoctions, like fireworks.

His staff is fairly powerful. It seems unbreakable, and it can at least unleash some telekinetic abilities. But he seems relatively helpless in a fight without it (at least against other mages).

On the other hand, Gandalf is pretty brutal with his sword, hacking down goblins and orcs left and right. And he fights the balrog, mainly using his sword. Sure, it's Glamdring, "Foe Hammer", and nothing is ever said about how powerful this sword is, but it is named as an ancient sword of the kings of Gondolin, so perhaps it might even be artifact quality.

So I see Gandalf as a high-level fighter, though not so high as Gimli, and a very low-level mage, wielding an artifact sword and a powerful staff.

[/Off Topic]

Dark Archive

DaveMage wrote:
Jason Beardsley wrote:


The highest i've played is up to 50, and our current game we're 24 now, but the DM expressed that we'll be going near 40.

Wow!

What did your character classes look like at 50?

Ridiculous, but at that point we were Gods! :)

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

Apologies if this has already been said; I haven't read through the entire thread.

I think the d20 system (conceptually and as it's implemented in 3.5 and Pathfinder) is effectively incapable of handling Epic levels. The core mechanic, roll a d20, is pointless when the static roll modifiers are +25 similar high numbers. The dice don't matter anymore. Too many things become automatic or virtually impossible.

If Paizo tries Epic levels, I'd like to see what they put together, in any event.

-Skeld


DM_Blake wrote:

[Off Topic]

Gandalf a level 20 wizard? Really? What does he do?
Continual Light
Daylight
Ventriloquism
Presidigitation

Hence the article from Dragon (March 1977): "Gandalf was only a Fifth Level Magic-user"

And that's where the idea for "E6" came from (a variant of D&D that caps out at level 6 instead of level 20).

RPG Superstar 2008 Top 32

Skeld wrote:

I think the d20 system (conceptually and as it's implemented in 3.5 and Pathfinder) is effectively incapable of handling Epic levels. The core mechanic, roll a d20, is pointless when the static roll modifiers are +25 similar high numbers. The dice don't matter anymore. Too many things become automatic or virtually impossible.

I was just about to put together a much longer post to basically say this.

Though the problem isn't the +25. The DC can just climb higher too. (I consider that a problem on its own though: Leveling up shouldn't be the same thing with bigger numbers.)

The problem is when one member of the party has a +40 and another has a +15. Whatever DC you pick will be auto-succeed or auto-fail to one of them. Which changes the game essentially into rock-sissors-paper. (At epic levels, a fighter will always pass a fort save and the wizard will always fail.) The only solution is to either use larger dice, or vary the DC based on who is rolling (which starts to resemble the previous paragraph).

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Ross Byers wrote:
The only solution is to either use larger dice, or vary the DC based on who is rolling (which starts to resemble the previous paragraph).

Another solution would be to use a multiple d20 system. For the first 10 levels, you use a single d20 to resolve the core mechanic. For levels 11-20, you use 2d20. d320 for levels 21-20, and so on. The advantage is that you don't "wash out" your dice and that you can use can continue to use the same leveling mechanics. Of course, the central limit theorem of statistics means that the more d20's you add, the more normal your distribution will become and hitting those high AC's will get increasingly harder.

-Skeld


hogarth wrote:
DM_Blake wrote:

[Off Topic]

Gandalf a level 20 wizard? Really? What does he do?
Continual Light
Daylight
Ventriloquism
Presidigitation

Hence the article from Dragon (March 1977): "Gandalf was only a Fifth Level Magic-user"

And that's where the idea for "E6" came from (a variant of D&D that caps out at level 6 instead of level 20).

Yeah. It is really, really sad, that after thirty freaking years developers still adamantly refuse to get a clue about what exactly DnD heroes are capable of and what DnD magic does to the world. Or turn the system into 4E when they get it.

BTW, Gandalf wasn't a high-level fighter, too. High-level DnD fighters fight more dangerous stuff, than moderately big flaming brutes.


Ross Byers wrote:
Skeld wrote:

I think the d20 system (conceptually and as it's implemented in 3.5 and Pathfinder) is effectively incapable of handling Epic levels. The core mechanic, roll a d20, is pointless when the static roll modifiers are +25 similar high numbers. The dice don't matter anymore. Too many things become automatic or virtually impossible.

I was just about to put together a much longer post to basically say this.

Though the problem isn't the +25. The DC can just climb higher too. (I consider that a problem on its own though: Leveling up shouldn't be the same thing with bigger numbers.)

The problem is when one member of the party has a +40 and another has a +15. Whatever DC you pick will be auto-succeed or auto-fail to one of them. Which changes the game essentially into rock-sissors-paper. (At epic levels, a fighter will always pass a fort save and the wizard will always fail.) The only solution is to either use larger dice, or vary the DC based on who is rolling (which starts to resemble the previous paragraph).

To Ross or Skeld:

Is that such a bad thing?

I don't mind if my 1st level fighter is rolling a d20+5 to hit AC 15 foes, and my 25th level fighter is rolling d20+40 to hit AC 50 foes.

True, that means that what Ross said might be true sometimes, "Leveling up shouldn't be the same thing with bigger numbers", but how you handle those foes won't be the same. 1st level fighters don't gate into the depths of the abyss, summon in a quartet of colossal gold dragons, and begin whaling on demon princes with flashy artifacts.

That kind of feel will be epic, no matter how the numbers are handled.

I am also OK with "epic" characters automatically succeeding at mundane stuff. One of the DMs in our group of DMs here sees nothing wrong with a level 1 rogue needing a DC 15 to climb a castle wall, but when we're 15th level, castle walls seem to mysteriously have much better stonework and the climb DC is approaching 30. At level 1, overhearing a whispered conversation in a tavern is DC 15, at level 10, ovrhearing a whispered conversation in the same tavern is DC 25.

I don't believe that DM really understands what going up levels means. Our high-level characters should feel like we've accomplished something by gaining levels. We should feel more powerful. There should be some things that we once thought were difficult that now are trivial.

So what if we can automatcally climb the castle wall at level 15? By the time we're level 15, walls are not the obstacle they once were. Or at least they shouldn't be. By the time we're high-level, the challenge shouldn't be about whether we can get over, under, through, around, or simply behind the castle wall. By then, it should be about what we do inside that castle.

As for wildly disparate skill or combat modifiers, such as when one person is +40 and one is +15, that's not a problem either, really.

In my group, one person, a wizard, can cast fireball. Nobody else can do that. In that same group, one person, the fighter, can consistently hit ACs in the upper 20s, but another person, the wizard, cannot. In the same group, one person, a rogue, can scale most walls very easily. Nobody else is any good at the climb skill.

These are all examples of where one character can do things that the rest of the group cannot.

Even so, by epic levels, I bet our wizard will have some ranks in climb, and might be able to scale a castle wall without using magic or needing the rogue to go first and lower down a rope. The rogue, however, will run up the wall at 2x his normal movement rate and sit at the top, reading a book in the shadows, while he waits for everyone else.

I don't see that as a bad thing.

Let the PCs grow. Let them become "epic". Let the ones who specilized in somee abilities become masters of those abilities. Let the generalists who ignored some abilities still struggle with mundane challenges or find another way to deal with them (Spider Climb scrolls).

As for using monsters with 50 AC that the +40 fighter can hit and the +15 mage cannot hit, I would hope the mage has alternatives beyond swinging his sword at these monsters. He doesn't train for combat, why should he think that his meager, sub-epic untrained average combat skills should hold up to defeating epic encounters through melee alone? Besides, that same monster, I bet the +40 fighter cannot easily drop a Time Stop and summon in some colossal dragons to do his fighting for him.

Every character gets to shine. And every character gets to be ordinary.

Heck, in that regard, I like epic levels more than low levels. When a wizard can pick up a crossbow and plunk the bad guys almost as accurately as the fighter can, something seems wrong. But when he leaves his crossbow home because he knows that he has spent his whole life in books and study and the won't be fighting anything he can hit with a crossbow, that feels more like class optimization to me.

RPG Superstar 2008 Top 32

DM_Blake wrote:
Compared a fighter and a wizard

I hope that you don't think my quote is sarcastic, it's just that your post was long enough that the reply function cut off the relevant parts.

My problem isn't the +40 vs. +15 attack. A wizard not being able to hit a tarrasque without a touch attack is fine with me. (A monster's full AC is not relevant to a wizard, so the fact that the dice are meaningless to a wizard is also irrelevant. Equally, a touch AC is meaningless to a fighter, so we can simply have numbers for both classes.) On the other hand, a rogue still counts on being able to hit, and his 3/4 progression will start to fall short too.

My problem is as it applies to saves. At lower levels, it's possible to pick a DC that the fighter will pass, say, 75% of the time and the wizard will pass 25% of the time. For instance, the DC is 20, the fighter has a +15 Fort save, and the Wizard has a +5. This gets across "Fighters are tougher than Wizards" without being unfair.
However, if the fighter has +40 and the wizard has +15, then any possible DC will either be auto-fail for the wizard (except on a 20) or auto-success for the fighter (except on a 1). If the DC is 35-41, then it's both.
All of a sudden, the game just becomes a matter of targeting things against their weak saves, because the die roll is irrelevant. This happens as soon as the gaps between classes hits 20. A save stops being a save and starts being 'this category of effects hits you.'

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

Ross Byers wrote:
DM_Blake wrote:
Compared a fighter and a wizard
All of a sudden, the game just becomes a matter of targeting things against their weak saves, because the die roll is irrelevant. This happens as soon as the gaps between classes hits 20. A save stops being a save and starts being 'this category of effects hits you.'

I agree whole heartedly with this, which is why I think an Epic level game needs new rules, not just levelled up old ones. Or maybe Pathfinder should publish rules to level 25 and stop. Playing demigods and immortals is another ballgame and rules should reflect this. Once you start giving stats to gods, they change from "Powerful and Mysterious" and start becoming attackable and killable. I think level 25 is a perfectly good place to stop: it gives you five cushion levels beyond the core and yet limits the amount of insane magic you can throw about. Enough to kill the Tarrasque, but not enough to doom the world.

Sovereign Court

jaramin wrote:
Erik Mona wrote:
What are you looking for conceptually?

Level 20+ has to happen on other planes. The Material Plane simply can't handle a bunch of level 20s duking it out, and no amount of fluff can handle that. No point in life when a lvl 20 is breathing down your neck.

I look for a good integration of epic level characters not interfering too much with "normal" characters.

What about using some fluff to reach this goal:
Characters who successfully pass the Stare Stone Test reach godhood - and epic levels.

The only problem: Only four NSCs so far managed to do so - introducing epic rules could lead to inflationary successes at the starstone.

Nevertheless I like this idea from a fluff perspective.
EDIT: Characters passing the Star Stone Test turn divine. And these divine beings face in their new home (the Outer Planes) different challenges... That way non-epic and epic characters wouldn't interfere too much. Or did you here about any Ascended returning to Golarion? ;-)

Anyone has an idea how to yarn this idea? Rules supporting this idea?

Cheers,
Günther

RPG Superstar 2008 Top 32

James Martin wrote:
I think level 25 is a perfectly good place to stop: it gives you five cushion levels beyond the core and yet limits the amount of insane magic you can throw about. Enough to kill the Tarrasque, but not enough to doom the world.

This.

A 'patch' to let people continue levelling up at the end of an AP (AoW and Savage tide both could easily end epic) without feeling robbed that they hit the wall, and allow them to take down the CR 25 BBEG more easily is fine.

'Limitless adventuring' isn't.

The existence of the Capstone abilities in the PFRPG strong backs the argument that level 20 is the peak of mortal ability in a given skill.


Erik Mona wrote:
If you're skeptical, what can we do that might get you to give this one a try?

I'd fall into the "extremely skeptical" group.

For me, so-called "epic" roleplaying breaks down specifically because it feels like the characters are just doing things on a HUGE GRAND SCALE and not really experiencing any of the personal drama that comes at the levels less than 10.

I love big over-arching storylines, but I'd love to see some realness to epic play.

For example, if epic play is just fighting a gaggle of CR 20 monsters because that's the only monster that's any challenge, I think that's kind of boring.

If epic play is about achieving god-hood and the perils of breaking into divine arenas, that could be interesting.

The real problem I see is that in most campaign settings, most people you meet don't exceed level 10, even in retirement. For the characters to feel the struggle/conflict/drama, they have to feel that they're small fish in a big pond.


The "bigger" fish PCs interact with are most setting are going to be outsiders.

I can't speak for Pathfinder Chronicles but I have played under a DM who designed his campaign setting around the idea of Epic level characters. It was very scary, and getting to the higher levels didn't make anything more certain. It actually tipped the scales over a bit. Minor success was often effortlessly with no big benefit to us. Failure was basically guaranteed fatal.

Current Epic rules basically says you will always be the smallest fish in the pond... its just the pond was much bigger then you thought at first and the fish can get quite monstrous.

Ross, how are you generating your numbers for comparison?

Scarab Sages

How about something totally crazy…

When the party goes epic, it would have to be an “era” changing event. A zeitgeist.
The players have a final crisis and they have 5 sessions to remake the world or continent and solve some world ending epic story. Mechanically it might be kind of like that 3.0 gods book.
Whenever there is a major conflict, crisis, … event… that location’s name would change to … “Cormac’s Lament” or “Icarus Falls” or... something…
In the next campaign take up that new map and go…

That really sounds fun to me and …

it sounds …

EPIC!

RPG Superstar 2008 Top 32

Dorje Sylas wrote:
Ross, how are you generating your numbers for comparison?

Nothing specific at the moment, because the basis of my argument is that once modifiers get further apart than the die size the modifiers themselves become meaningless for one of the persons involved. In my earlier example, I pulled the +5 vs. +15 and +15 and +40 numbers out of air. The importance isn't the exact bonus, the point is the gap between them. Since a fighter's Fort save and BaB increase faster than a Wizard's (especially once gear and base stats are added in), that size of gap will happen eventually.

RPG Superstar 2009 Top 16, 2012 Top 32

Ross Byers wrote:
(At epic levels, a fighter will always pass a fort save and the wizard will always fail.) The only solution is to either use larger dice, or vary the DC based on who is rolling (which starts to resemble the previous paragraph).

Another solution would be to set a minimum bonus; starting at 21st level, every character gains an epic bonus (that doesn't stack with anything else) to all d20 rolls. So, you either use all of your normal bonuses on a given d20 roll, or you use just your epic bonus, whichever is better.

Example: Let's say a particular 40th-level fighter has a total Fort save bonus of +35 and a particular 40th-level wizard has a total Fort bonus of +15. But then say there's a table which says 40th-level characters get a non-stacking +30 epic bonus on all d20 rolls. So the 40th-level fighter uses his normal +35 when rolling a Fort save and the wizard uses his +30 epic bonus (instead of his normal modifiers) when rolling a Fort save. Thus, both saves are kept within a reasonable range.


I'd rather look at the actual numbers to find the real breaking point. That's where the solution is going to be most visible. As a base line lets switch and look at a Wizards Will vs a Fighters. Neither class has an incentive to place stat increases into it and any magical bonuses from gear are likely going to be even. And lets assume that we don't use the Epic save progressions which lock all single classed characters base saves at a difference of 6.

At 50th level its 27 to 16, and 11 point difference. It's not until 100th level+ that it'll grow past a 20 point difference. Now that's a base, not factoring gear or stat increases. At 20th level our difference is 6, do we agree this is the target for a base difference?

The remaining two points are a Cleric and Wizard on Will, and a Barbarian(most reason to max con) and Wizard on Fort. Lets make it extreme and assume 20s for Cleric and Barb, 10 for the Wizard. Looks like for the Cleric vs Wizard you see the stats beginning to pull away at 40th level for a 10 point difference (Cleric is Wis 30). The major mismatch Barb vs Wiz, its really fast 11th~12th level for a 10 point difference.

I'm not sure we can do much for most extreme but we can look at addressing the base and less drastic difference due to stats. Currently I'm seeing something like an Epic +2 every 10 levels after 20th added to your lowest two saves.

Again this is all assuming we ditch current Epic Save BAB progression, although that would be good to keep for classes (not characters) that pass 20th level, or 10 for some PrCs.

(I'm still very much in favor of Stacking class levels with the same save type to figure out the bonus instead of straight addition. A Barb 10/Fighter 10 should IMO have a Fort of 12 not 14.)


Erik Mona wrote:

The current Epic Level rules are a mess.

The way to make the game more mythic in scope is not to make it more bloated with math.

So if Paizo does an "Epic Level" book, it will probably be a complete re-do. With that in mind, I'm very curious to hear what people think about the idea of play beyond level 20.

What are you looking for conceptually?

What are you looking for mechanically?

If you're skeptical, what can we do that might get you to give this one a try?

Any deal breakers?

I loved the BECMI rules, and the second incarnation of the immortal rules ,Wrath of the Immortals boxed set, was very good and much better than the first Immortals set (the gold box). I'd like to see that return.

When the 3.x Deities and Demigods came out (I believe that was a few months before the epic handbook) I was hopeful because Wizards did a set of books way back before they owned D&D called 'The Primal Order'. That seemed like a perfect system for extending a fantasy game into epic or divine levels. I wasn't happy with the Deities and Demigods book, I didn't need it for NPC gods and I found it to cumbersome for PCs.


I haven't read all the posts, but I just downloaded the Pathfinder beta and I have to say I enjoy the changes to that. But as for going Epic with the rules I would definiately be interested to see some work done by Paizo. I liked the suggestion on it being a beta test model like the orginal core book. That way to avoid the headaches that was the previous Epic Handbook of 3.x.

My suggestion would be probably similiar to the idea presented from the Epic Handbook, but with some changes. Why not have Epic level be a cap for all classes and bonuses at 20? What I mean by this for example is everyone's save, attack bonuses, and the like are halted and increased at +1 across the board for all classes and just being the Epic Class all characters level into. That way it always stay 75% for the good saves and 25% for the poor saves. Granted stats with certain saves will increase or decrease the percentages somewhat over time, but I would not allow ability scores to be increased via feats. That I think was a poor idea from day one, and inspired too much drive to take them.

With the magic system I wouldn't mind there being higher than level 9 spells for casters with access to them. It makes since that there would be a 10th level slot and higher for casters as their Epic progression ability to their class (if they went fully wizard to 20th level for example).

I don't mind the idea of creating new spells, but the Epic rules for epic spells just gave me a headache a great deal of the time. However, I will say I never played more then once or twice that high (the campaigns I was involved in never really broke past 10th much less 20th) so I never got very good practice with the system. From what I could piece together though, spells would be either more powerful then their spellcraft DC to cast or way under powered in some respects from the examples in the book.

Perhaps what Epic spells should be is reinnovated spells from previous 9 levels or 'buffed up' spells would probably better explain what I'm saying. For example, Phantasmal Killer spell be Phantasmal Pack doing virtually the same thing just to more targets instead of just one person (again if the spell has been changed my apologies just got the Pathfinder download today :) ).

I don't know if that helped at all or not, but I just wanted to say as someone that just saw how great the system is so far I would definiately like to see what you could do with Epic level play.


on this topic all I can say is epic means a head ache.
The highest game lvl character I ever play was 16th lvl cleric deathknight of velsharoon. by the time me and my buddies were that lvl there was NOTHING we couldn't defeat.
Between the feats,skills,spells and everything else of that type of power lvl we were gods walking. I had become the head of velsharoon's church on the entire world. my buddies were the heads of their deities churches and we owned the planet. If you think about what a maximized,empowered,energy admixed apocalypse from the sky can do to an army then you can see how we could lay waste to army after army after nation. We generally shut down after 15th lvl or so now. If we ever want to hurl planets or fight gods we play marvel superheroes (SAGA Edition)and bet it out of our system then go back to role play.


I've only read most of the first page, so forgive me if I'm rehashing something already brought up.

Level 20 is the pinnacle of mortal achievement in any particular skill set. Perhaps, instead of advancing spellcasting to level 10+. Bab to +25, saves to +16, etc.... Maybe what we can do is allow characters t oslowly fill in the week spots. Eventually, if the level 20 mage keeps adventuring and working on thigns, he will get tougher (better Fort save) and better in combat (Bab), even if his understanding of magic is already at the ceilign imposed by the laws of the universe.

Instead of getting better at your (already maxed out) core abilities, you get better at everything else, until it catches up.

I think the most seamless way to achieve this is probably through multiclassing. It's why all the deities are level 20 in 3 different things, instead of level 60 in just one. At level 20/20/20 fighter, cleric, wizard, they have maxed out Bab, Fort, Will, and both divine and arcane magic. They've improved their skill set from 2+int, to 2+ int 3 times over (perhaps you only get the "+ int" untl 20th level). They;ve picked up and maximized the key abilities for several different classes into one holistic power source.

Perhaps you get the best of the saves available to your various classes, maybe you get a small bonus as you advance a class that fills in your week spots, maybe HP get higher in tiny increments until you;ve reahed the max for the best class you have.

Essentially, you're going for a post-doctoral degree in multiple fields. An awful lot of the knowledge you picked up along the way will be useful pretty directly (lab protocals, computer use, brown-nosing the dean of the department, APA style for getting published, etc...), but you will clearly be getting new skills to compliment your old ones (like knowing everything anyone ever wrote about shakespeare and the fine minutiae about genetic research with fruit flies)

Of course, as you master more disciplines, the synergies of these divergent fields allow you to do some things normal people can't - like picking up a 5th iterative attack, or sliding in a 10th level spell slot with which to cast modified 9th level spells. But it takes a high degree of knowledge in multiple fields to get to where you can start breaking what other people see as the background laws of the uiverse (hello, blanacing on a cloud).


Oh, yeah. Deal Breaker: no support material. and AP that STARTS at level 16 and goes through 30 or so would be fantastic.


Perhaps level 20 is the normal limit imposed by the universe (gods?). It's like an impervious membrane. When you breach it, it's now semi-permeable, and you aren't the only one who can benefit. You may have been first, but now the hole is there, and things are GOING to follow you through - hence, once you do it(or someone in the campaign world does it), there is a gradual increase in the power of powerful entities like dragon and demons. Once they CAN increase their power, they will. This can explain why the leader of the church is level 18, the kings are level 12, etc.... Becasue 20+ wasn't an option until someone broke the universe.

There's your AP for you. Someone broke the universe, and now it's delfating. More and more creatures are slipping through the membrane, and you have to follow them and close the hole from the other side before it completely deflates and destroys everything left inside.

And once it's closed, just what's on the other side of the unversal membrane? Why, more AP's of course!!!


JoelF847 wrote:

When I think of epic rules (and I agree that a better name would be a good idea) I think of characters evolving into something beyond what a mere mortal can do. This doesn't necessarily mean demigods though.

What really comes to mind is Pug and Thomas from the Raymond Fiest books. In the initial series, they are low level standard mortal adventurers. By the end of that series, Pug has mastered a level of magic beyond what other spellcasters can use, and Thomas has bonded with an artifact level suit of armor and tapped into the powers of an elder race. Later books in the series don't feature them as main characters, but when they are featured in their own adventures (as opposed to being mentors and setting new heroes on the right path, etc.) they face threats to the universe, full scale demonic invasions, travel to places beyond the normal scope of planar travel (such as planar nexuses that are shortcuts to all planes or the beginning of the universe.)

How I would interpret this mechanically is that 20th level is the upper limit of standard mortal characters. If a character advances to 21st level, then they have to select an epic prestige class that defines in which way they have broken through to a new level of consciousness. This could include bonding with an artifact, the demigod route, gaining insight into a new level of magical power, etc. After 21st level, they continue to develop powers associated with their chosen route and develop abilities beyond the standard set of powers 1-20th level characters can achieve. (BTW, if this has any resemblance to 4E epic destinies, I wouldn't know.)

I'd like to see an epic book detail how to make threats and locations that simply are beyond lower level characters from interacting with, finding, or being able to harm. One thing I definately don't want to see if magic items suddenly jump exponentially in price/creation costs. I don't want to see a +11 sword being 1 million gold more than a +10 sword (I don't think I want to see a +11 sword at all.)...

I was thinking of Fiest, too. In the latest book, they actually finally overcome the epochs-spanning force of evil that has been slowly destroying all of existance. THe thing they face is so alien, so powerful, and jsut so "other" that not even the gods have been able to do much about it, and it falls to the Epic heroes to transform and go off plane to learn about it, see it, and, eventually,

Spoiler:
In the process, they take down some other Epic villains, one of them has destroy and entire world (and the millions of people who couldn;t get off it in time), and one of them has to die to kill an old foe and seal the way back so the trully big nasty from oustide the multiverse can't escape.

In the Fiest books, the really big guys all know that there is something seriously wrong with the universe, which is why good thigns never seem to last or work out properly, and why it's so easy to get foul, nasty, icky things to work just swell. It's why everybody has always been just a little more prone to be dark and nasty than you'd expect. It also pretty much defines the source of all insanity. Over 30 years or so, Fiest spins the yarn about how these people grow, meet each other, have kids, and slowly, ever so very slowly, gain enough of an understanding of the basis of reality that they can do something to change it for the better. One of the characters actually attempts divine ascension, and is stopped by two others who need him fairly early in the series. A few others turn out to be unknowing agnets of the gods from different universes, all helping to play out the "save the multivers" drama. Some of them are simply very talented folk who, for reasons never discovered, manage to not age for hundred of years.

Fiests' tale has been epic and Epic, and is what I think of when I say epic, with or without the capital E.

Dark Archive

How about prestige class called Living Legend? It should be one class to rule them all. Spell progression for casters, feats for fighters, skills and talents for rogues, but with list of abilities that are available at each level, so that no two 30 level wizards or paladins are alike?


Time to delurk.

I'd really like to echo what has been said about Stephen Erikson and the Malazan Books of the Fallen. One of my first thoughts upon reading Gardens of the Moon was that 'this is what high-level D&D aspires to be' and I'd love Pathfinder to step up to that challenge. Especially since the series also manages to have 'normal' and 'epic' characters co-exist in the story, and yet be profoundly different in terms of scope and goals.

Conceptually, I'd like to see things like convergences, maybe mechanics like 'Mortal Sword' of a deity (call it something else, but whatever), and a general respect for the difference of the power level.

The PFRPG capstones do make it seem like there is a natural break between 'normal' and 'epic'; I think my dealbreaker, actually, is continuity between 'normal' and 'epic' -- I don't just want to see BAB progressions, or whatever. I think, rather strongly, that the game itself should change.

Tell us how to use the Star Stone, involve us in the big stories, but please don't give me a 21st level, like nothing changed.


Quote:

"Kill them ALL and then eat their brains!"

Not very diplomatic.

I actually saw the following rear-window sticker when I picked my ltitle girl up from school today:

KILL 'EM ALL - Let God sort it out.

Yes, there are some people who clearly should not be part of the power heirarchy


Zuxius wrote:
sensible stuff I agree with about a playable system

Epic feel games already exist in the adventure paths. Characters who prevent the Prince of Demons destroying the world and kill him to boot- that is pretty damn epic

If you are trying to think of what to do with those characters who banished Kyuss or defeated Demogorgon etc I have to admit it would be fun to pull them out and dust them off. I would be perfectly happy to have a modified system that is d20, has the d&d feel but is very heavily modified to strip out the high level complexity. I would be happy with a pretty different game system-- though I do think this is taking on a lot.

I dont need to do 250hp damage a round against something that has 1300hp and regenerates 50/round. --That style of Epic kinda reminds me of when MtG came out then other games came out that instead of having 20 life you had 2000 and the attacks didnt do 1 or 2 they did 100 or 200. My 6 year old son told me the new game was better because the monsters were tougher... (The amp goes up to 11!). If this is epic I wont be playing it.

RPG Superstar 2009 Top 32

When I think Epic, I think level 11 and higher (RaW). The legend lore spell provides part of my support.


Good point. Combined with the "Gandalf is 5th level" stuff, and maybe the problem is that we're already epic, and just don't know it.

RPG Superstar 2011 Top 16

Reading over the numerous posts as the discussion pushes on, I'm seeing that many people don't view epic by necessarily higher level, but by the level of the adventure.

I mean the way people talk about its not so much infinite power but truly become a walking legend and nearing mythalogical in existence.

So really we're talking about Legendary play. Because Epic doesn't really cover it. The Epic of the game is the tale from the day the character set his first foot (level 1) on the path of adventure and heroism (or villiany) to the end their end, the finale.

What we're talking about is when the character reaches the limit as a mortal and pushes beyond that. Until the gods are weaving their imagine into the stars and the bards tell their tales for a thousand thousand years.

Its a bit late for me to muddle around with the idea that's kicking around in my head, but I'm going to give it a whirl in the morning for certain.

RPG Superstar 2008 Top 32

JoelF847 wrote:
How I would interpret this mechanically is that 20th level is the upper limit of standard mortal characters. If a character advances to 21st level, then they have to select an epic prestige class that defines in which way they have broken through to a new level of consciousness. This could include bonding with an artifact, the demigod route, gaining insight into a new level of magical power, etc. After 21st level, they continue to develop powers associated with their chosen route and develop abilities beyond the standard set of powers 1-20th level characters can achieve. (BTW, if this has any resemblance to 4E epic destinies, I wouldn't know.)

Bolding is my emphasis.

I think the biggest problem with the ELH is the progression.
The 3.x was designed with the assumption that 20th level was the cap; so multiclassing as well as prestige classes, take this into account. Take a level of this class to grab that feature and you may never acquire this feature, spell slot, or whatever.
As an example (with all due respect0
Someone had suggested a Fighter 15/ Rogue 15 and Rogue 15/ Fighter 15 should have the same BAB? No. The 3.x system assumed you took the rogue class first to get the phat skillz, the sacrifice is to your final BAB, (and those characters should be Fighter 15/ Rogue 5 and Rogue 15/ Fighter 5).


At the WoTC they had a page for using Epic Destinies in 3.5e. I was going to do this if my new campaign got that high. I dont mind that the cap for Epic being 30th level.


xorial wrote:
At the WoTC they had a page for using Epic Destinies in 3.5e. I was going to do this if my new campaign got that high. I dont mind that the cap for Epic being 30th level.

I like these- havent seem them before and they seem to be interesting thematic abilites. the characters would feel they were becoming something more than just a more powerful wizard etc. That works for me.


have several thoughts

3.5 Epic to me is well...broken, to be nice
first epic feat I saw practically eliminated being hit by archers

would like seemless extended professions as others have mentioned

agree will a skill cap
NBA maximum average freethrow accuracy has been 75% for almost 60 years.

I can see Epic alluding to Elminster equivalent characters - eventually
Higher than that, I have to admit to being an old school believer in retiring the character as a minor demigod.

I can see clerics gaining additional domains in line with their chosen deity or splintering off to create a new religeon

Epic currently severely gimps multiclass characters
I don't agree with gaining one level below 20th level in another class as being worth 21st level.
gaining a quarter of the XP equivalent is more appropriate.
maybe should be similar to multiclass below Epic too, like half XP equivalent above 10th character level.

would like to see something I didn't notice proposed in the thread
An Awakening

Epic awakens the character, as if opening thier eyes to a new world that has been there the whole time.
Epic Monsters can only be seen or interacted with at Epic level, and are in the exact same world.
Thus, current modules have an Epic version with new suprises in store for adventurers.
Epic doors and rooms are unlocked to now being visible for instance
Hence Epic powers only effect the Epic realm and normal class features only effect the normal realm
Both needed to succeed the revised module.
Maybe the "Boss" is just a toy for the real problem when journey someplace thought cleared out and/or solved
Maybe +1 items are +5 Epic and +5 items are +1 Epic on a reverse scale
Maybe each level taken in Epic, reduces normal class level.
All those level 1 gobbos could be horrendous Epic 20's
Your suddenly both a level one newbie and level 20 hero
Something along those lines has many possibilities.
Can even apply to planar hopping, two ways of viewing the multiverse

Dark Archive

DM_Blake wrote:

On the other hand, Gandalf is pretty brutal with his sword, hacking down goblins and orcs left and right. And he fights the balrog, mainly using his sword. Sure, it's Glamdring, "Foe Hammer", and nothing is ever said about how powerful this sword is, but it is named as an ancient sword of the kings of Gondolin, so perhaps it might even be artifact quality.

So I see Gandalf as a high-level fighter, though not so high as Gimli, and a very low-level mage, wielding an artifact sword and a powerful staff.

[/Off Topic]

You forgot 'Narya', his Ring of Fire. 'Glamdring' is +30 or +40 sword with 'Holy' and 'Orc-slaying' properties (if I remember the MERP stats correctly...).


veebles wrote:

would like to see something I didn't notice proposed in the thread

An Awakening

It's a cool idea in concept, but it really doesn't suit Pathfinder RPG or golarion, or most fantasy settings with a bit of grit, because its a little too videogame in a surreal way.

Cool to implement for yourself, with an epic version of the world similar to the ethereal plane, but I sincerely hope its not the official approach.

That said I don't use epic all that much nowsadays, and thats unlikely ro change soon, though if the serious work of Pathfinder epic is focused on lvls 21-30 I may give it a crack.


Pathfinder Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

The more I think about it the more I've come to think that publishing rules for PCs to advance beyond 20th level is a bad idea. As others have said, the game is already pretty wild at that point, and the capstone abilities in the PFRPG strongly suggest 20th level is the pinnacle of achievement in the game.

I'm still all for a book about high level play and epic (not Epic) type stories for characters in the teen levels, but as for rules for 20+, if any are needed (questionable) it is only for a few levels so that GMs can design challenging adversaries for their PCs.


I would get pathfinder Epic as you have earned me having a look at what you can do. However it is not really my cup of tea and I would prefer you focussed on other stuff.


I'm definitely not interested in epic level-which-will-be-played-by-0.01%-of-D&D-players, I want low/mid-level epic adventures. What makes an epic adventure? That's the real question I'm concerned about. And I personally don't think it's related to level. Fighting a dragon can be a walk in the park, whereas fighting an allip at level 2 can sometimes be epic...

Scarab Sages

Blackbird wrote:
I'm definitely not interested in epic level-which-will-be-played-by-0.01%-of-D&D-players, I want low/mid-level epic adventures. What makes an epic adventure? That's the real question I'm concerned about. And I personally don't think it's related to level. Fighting a dragon can be a walk in the park, whereas fighting an allip at level 2 can sometimes be epic...

I concur.


I know I already chimed in on this, but now that I've had a chance to think about this, here is what I want out of epic rules . . . not much at all. If there is one thing that 2nd edition did right, it was to show that really, really high level is just more of the same.

Why is this a good thing? Because it lets you level someone up for use as a villain, but doesn't really make epic levels that attractive. Why wouldn't you want epic level attractive?

Well, I'm reading what some people want epic level adventures to be. They sound like they would make for a great roleplaying game. I'm reading a lot of people that want the epic rules to start over with a whole new tier of abilities, etc.

The problem is, while that might be a great RPG, its not D&D, or its natural continuance. Epic level play has never really been a core strength of D&D. I think there is a kind of natural "end" at 20th level, even moreso with the capstone abilities of many classes, and trying to come up with something that is both different and epic but still D&D like seems to be trying to do something with the game that it really isn't designed to do.

Even looking at the stories and character's from which D&D gets its inspiration, I'd argue that none of them goes too far into "epic" territory. The Fellowship of the Ring and their allies defeat a powerful evil demigod, and the story more or less ends with Aragorn becoming king and everyone else retiring. Fafhrd and Mouser obviously become more powerful, and eventually indirectly clash with gods, but that's kind of the end of their story. They don't go on to become demi-gods themselves. They retire with their followers and their women to Rime Isle. Conan runs into a few cosmic horrors, wins his kingdom, defends it from some potential usurpers, but doesn't venture into regularly clashing with cosmic forces. Even King Arthur's story ends with him going off to Avalon and becoming an immortal legend.

So, my preference for epic level rules would be about the amount of information given in the 3.5 DMG, enough to stat up someone with a few "epic" levels to keep them ahead of the PCs to make them a challenge.

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