Aelryinth RPG Superstar 2012 Top 16 |
My campaigns are divided into four distinct levels. EL6 is 99% of the people in existence...the best of normal folks can never hope to get past 6th, but they can expand laterally...more feats, skills, class abilities, but HD, BAB, etc, can only be refined by taking other classes, they can't exceed level 6 limits.
If you are Homo Sapiens Magos, you are 'Powered'. You can reach EL10. Your lifespan is +10 years/level. You can teleport, punch through a brick wall. Any person who can cast magic can potentially reach Ten and became one of the movers and shakers of the world. Most are still EL6 and lower, of course.
I also enforce stats/levels. To make a level in a class, you need 10+class level in that class. No reaching wizard/10 without a 20 unbuffed Int. Since most people are not going to reach that Int without getting older, most people never reach TEn.
Past Ten is Superhuman. The lifestyle of Tens and those below fade away as you start doing things they can't imagine, taking on monsters solo that Tens need to team up on, or that could obliterate small armies of Sixes. You can do alone what would take thousands of others working together, and do it faster, better, longer. Your lifespan continues to increase as power accumulates to you (think Harry Dresden wizards), giving you the time to accomplish what you want. You can accomplish incredible things on the Road to the Eternal, as you attempt to stamp your name and legend into reality for all time.
At 21, you cease to age, and you're no longer truly mortal. Mortal concerns are no longer yours, they are things for mortals to take care of. You are dealing with the ageless, the divine, the Eternals of other worlds (devas, demons, devils, etc) and pursuing epic quests that it's better low level people never really learn take place.
At 31, you're Divine by one means or another...a quasi-deity if you have no followers, demigod by your own power and acclaim if otherwise...even if you don't want to be. You're simply that powerful.
Tens are your basic fantasy heroes. The ones who found kingdoms, take on fell enemies, band together to bring down terrible foes. Past Ten, it becomes increasingly solo play, or leader+followers as characters fracture. You don't become a legend by your name being subsumed by a group...the group becomes great because you are the on leading it! The 'party' becomes more a case of you leading those willing to help you as a favor to their own legends banding together to take down a foe you can't vanish together, not a continuing epic of a group of PC's, except in the rarest cases.
At Eternal level, your Road is complete, and a new one beckons that may or may not have anything to do with those you met in mortal life. You are going to be dealing with things older then the human race, in some cases, the eyes of the divine are on you, and you've got dreams of your own.
---The game changes at Epic levels. Tens found nations. Post-tens conquer empires. Eternals rule worlds entire, and muck with gods.
===Aelryinth
EL_Kabong |
EL_Kabong wrote:Would you mind listing the third party supplemants. I also do not like the ELH and would like to see what other rpg companies have done with epic rules.
Indeed, I have much faith that when paizo does get around to releasing their own epic material books for pathfinder that they'll be much higher caliber then the crap wotc hastily plopped out with the elh. Till then i'll stick with some of the quality 3rd party stuff i've found that addresses it.
Right now the only ones im using are the Immortals handbooks, the primary website for their original site is a bit in shambles right now. But aside from that i've been having trouble digging up alot of stuff, I mostly use this as a jumping point for designing adventures and statting out monsters (assuming i don't use the ones contained within).
Only problem with them is im not sure if the proposed future releases will ever come out, right now it's just ascension and beastiary 1. It's one guy doing pretty much all the work as a second source of income so that probably explains alot, although it's very good stuff.
http://www.rpgnow.com/product_info.php?products_id=55116
http://www.rpgnow.com/product_info.php?products_id=3481&it=1
also a good source of info regarding player made epic stuff is over at the dicefreaks forums. They have one good campaign setting right now called Godspell and a good workup of hell that I prefer to the wizards one (although the wizards one was not bad either), and multiple others in the works that need some more dedicated bodies working on them.
http://dicefreaks.superforums.org/index.php
GeraintElberion |
The smitter wrote:Okay, this is the third time I've tried to write this. Short version:
No, epic is not as important as new monster books or APs over all, however, it does fill a niche, one that lets the game continue after you've got the awesome ability you have been working towards for 20 level. So, you are right: if you crunch the numbers Epic may not look that important but I don't play because of the numbers. I just don't want to have to stop after I have put that much time into a character or a game just because they are 20th level.
And yes, I can house rule it if I want to, and I do, but I could use some help from people who write this stuff in the first place. I don't have as much time or as much experience as Paizo does. It is not about having a +12 to attack and Damage, it is about carrying the game a little bit beyond the "last level" with more than what is in my head and what was printed three editions ago.
Just my thoughts.
That is one articulate thought there smitter, way to win them over,
I am not editing
Could not resist the urge...
impotent - lacking the power or ability to act.important - of great significance or value.
Oh, and I like your argument.
poilbrun |
poilbrun wrote:I won't go into details of previous posts, but the reason I would love to have epic rules is simply to have rules for everything in the game. When you are level 20, you know there are individuals still stronger than you, be they a few other mortals, or immortals such as demon lords or gods. How can you stat them if you don't have rules for them?Many settings imply that mortals can become gods, but very few assume that PCs will want to, and I never understood that.
Check out the "Immortals Handbook" set of books, right now their are only two, because the man writing them is doing it alone. However the two out right now are Immortals Handbook - Ascension, and Beastiary. Ascension marrys together the ELH and Deities and Demigods and gives a much more indepth look at whats involved with ascending to godhood, (and a few different examples on how to handle it, along with a seperate system for gaining divine rank or "god levels" ) along with a plethora of feats and a detailed look at many many many different portfolios and how to use/apply them along their positives and inherent negatives (no power is without sacrifice).
Obviously the beastiary is full of creatures, some very good examples of epic end stuff monster wise, along with some lower HD non epic versions of quite a few non epic versions of them as well if you want to incorporate a few into a lower end game easier.
The other big problem concerning epic play is having foes that will challenge a party of high level adventurers without being an auto TPK, I know there are a few other pieces of epic source out there, but thus far IH does it alot better then wizards, along with being alot more balanced right out of the box.
Thank for the heads-up, but I was already aware of it. You'll see me in a lot of the older threads (heck, my contribution is even acknowledge in the book), but unfortunately the designer has moved where I can't follow... 4e :-)
EL_Kabong |
Thank for the heads-up, but I was already aware of it. You'll see me in a lot of the older threads (heck, my contribution is even acknowledge in the book), but unfortunately the designer has moved where I can't follow... 4e :-)
Aye, my biggest gripe with 4e is what they've done to casters by normalizing everyone, otherwise from the standpoint of melee/archer type characters I think they really spiced it up on that side of the fence.
Thanks for the links EK. Much appreciated. Let me smash a guitar over your head to show my gratitude lol.
yw, oh and... KABONG!
Kthulhu |
EL_Kabong wrote:Thank for the heads-up, but I was already aware of it. You'll see me in a lot of the older threads (heck, my contribution is even acknowledge in the book), but unfortunately the designer has moved where I can't follow... 4e :-)
Check out the "Immortals Handbook" set of books, right now their are only two, because the man writing them is doing it alone. However the two out right now are Immortals Handbook - Ascension, and Beastiary.
Well, Ascension is really more targeted to characters who have become gods than to those who are merely epic level. And is the guy who made them still doing anything at all? The website hasn't been updated since 2008, I haven't seen any releases since the two books mentioned, for ANY system, d20, 4e, or other.
EL_Kabong |
poilbrun wrote:Well, Ascension is really more targeted to characters who have become gods than to those who are merely epic level. And is the guy who made them still doing anything at all? The website hasn't been updated since 2008, I haven't seen any releases since the two books mentioned, for ANY system, d20, 4e, or other.EL_Kabong wrote:Thank for the heads-up, but I was already aware of it. You'll see me in a lot of the older threads (heck, my contribution is even acknowledge in the book), but unfortunately the designer has moved where I can't follow... 4e :-)
Check out the "Immortals Handbook" set of books, right now their are only two, because the man writing them is doing it alone. However the two out right now are Immortals Handbook - Ascension, and Beastiary.
yea I doubt he'll be doing any more, the downside of one person taking on such a large undertaking like that. And yea, ascension is targeted at making characters into gods rather then meerely epic level, however it and the beastiary provide good examples for developing higher end stuff like that. Especially since imo most characters(npc or otherwise) at the higher end epic levels are headed more or less towards ascension, with a few exceptions. Surviving to gain that much power is an epic feat in and of itself.
Troubled_child |
Ok I promised I wouldn't join in another epic level thread as they always seem to get out of hand but oh well.
My first point is that as many of the pro epic posts have expressed the reasonable point tat they just want to keep playing the character they have, how much time (both real and game) on each level? By extending the amount of real world time you can increase the amount of time playing your characters as far as you like. By extending game time your characters can retire at the end of a long career instead of because they're level 20.
Secondly many have stated that they want epic level adventures and modules because they are struggling to find the time to crunch the numbers past 20. Many (but not all) freelance writers may have the same concern. If it takes them twice the amount of time to write an epic adventure they may prefer to write 2 standard level adventures and get paid twice. I imagine their bank accounts would anyway.
King of Vrock |
What's really lacking is good support material for the GM. I'll be honest, even as an experienced GM of nearly 20 years I am intimidated by Epic levels. I admit designing encounters, building monsters, etc is a LOT of work for me. When the work of it outweighs the fun it starts to become a chore. Players don't always appreciate the work a GM puts into letting their characters shine and mop the floor with world shattering monsters.
Hell as many have posted few Campaigns go past 10th, let alone survive to 20th. So when you talk about getting the Epic experience you fail to explain where to get said experience.
I've only taken my group past 15th level 3 times since 3rd edition came out, the highest being level 23. My players would love if I let them bust out their Epic group to do some more Demon Lord stomping and I would too... but providing challenges sometimes seems to be beyond my ability to manage.
--Vrock & Awe
EL_Kabong |
What's really lacking is good support material for the GM. I'll be honest, even as an experienced GM of nearly 20 years I am intimidated by Epic levels. I admit designing encounters, building monsters, etc is a LOT of work for me. When the work of it outweighs the fun it starts to become a chore. Players don't always appreciate the work a GM puts into letting their characters shine and mop the floor with world shattering monsters.
--Vrock & Awe
Agreed, GM material is all that's necessary honestly (which includes things like adventures and baseline rules).
Justin Franklin |
Justin Franklin wrote:I actually think of Epic as traveling the planes, becoming demigods, fighting demon lords, etc.Interestingly, Shackled City had two of those three things, all before 11th level if I recall correctly. And the third, if you counted the Smoking Eye template.
The other thing that comes to mind when I think epic of late is the trials of Hercules.
Justin Franklin |
Justin Franklin wrote:I actually think of Epic as traveling the planes, becoming demigods, fighting demon lords, etc.Interestingly, Shackled City had two of those three things, all before 11th level if I recall correctly. And the third, if you counted the Smoking Eye template.
The difference I think though is that in the non-epic game you are working against the Demon Lord to prevent his plans, but the demon lord doesn't know who you are. In the epic version the demon lords goal is to kill the party, their families, town, etc.
Zurai |
As someone who's running a high-level campaign, and whose session last night had characters routinely using dimension door and teleport to bypass getting wet, routinely dealing 100 or more damage per round in melee combat, multiple crits per round, casually casting a normal spell and a quickened spell each round for multiple rounds, with ACs in the 30s, Stealth check results in the 40s, and spells that give them an additional +8 to hit and damage, I wonder...
... how much more superhero do you need to get?
I dunno. Pit those characters against Achaekek and some of his divine servants and see how they fare.
Dr. Johnny Fever |
I want epic rules, dearly. I've posted that in numerous threads. But right now, all things considered, I'd settle for more 18-20 adventures. This month's Witchwar module is a step in the right direction but I'd really like more source material that gets the PCs to the levels where they can access their classes' capstone abilities.
After reading the core rulebook and the APG I get a little frustrated with all the classes that get balanced by giving them abilities that aren't achieved until 17-20 level. At times it feels to me as though a designer decided 'meh, what the heck, lets give them this sweet ability, but only at 18th-20th level, that way we probably won't ever had to deal with it in our published adventures since we likely won't publish anything that high anytime soon.'
So....yes I really really want epic rules and epic adventures. But first, I need to see some adventures that get the PCs to 20th level so then we can start legitimately planning for epic levels.
Good gaming to all,
DJF
Prime Evil |
I hate the use of the word "epic" to mean past-20. "Epic" isn't a power level, it's a story type.
This is an important point. For epic level games to be meaningful, they must be qualitatively different to the adventures that lesser characters participate in. An epic style of play should be all about taking your campaign beyond the crowning moment of awesome at the climax of an adventure path. The desire to turn everything up to eleven is one reason why stories with an epic feel are so damn hard to run - they demand a lot of creativity and energy from the GM. But they can also be extremely rewarding if you can pull them off successfully.
One of the great things about the 1st edition D&D rulebooks was the suggestion that high-level play would be about more than just fighting bigger and badder monsters. There were hints that player characters would become gradually important champions of their alignment, perhaps carving out a personal territory for themselves, or recovering ancient artifacts, or performing deeds with mythological significance. There was also a vague sense that at some point the characters crossed a threshold and began to draw the attention of the greater powers, for good or ill. The characters go from being big fish in a small pond to small fish in an ocean the size of the multiverse.
If Paizo eventually does an epic level sourcebook, I would love to see a work that defines epic adventures as a new style of play that opens up as the characters reach the pinnacle of their career....
Zmar |
+1 for artefacts for the epic PCs (or at least some detailed guidelines for DM how to create and balance them). Something iconic belonging to them becoming an item of legends. Something being a material proof of their masters former greatness that could be used later. I thing it is a rewarding moment if the group encounters a well known item reminding them of their different PCs past achievments and lasting impact the've made upon the world (not that it can't be used with non-artefact items, but...).
EL_Kabong |
+1 for artefacts for the epic PCs (or at least some detailed guidelines for DM how to create and balance them). Something iconic belonging to them becoming an item of legends. Something being a material proof of their masters former greatness that could be used later. I thing it is a rewarding moment if the group encounters a well known item reminding them of their different PCs past achievments and lasting impact the've made upon the world (not that it can't be used with non-artefact items, but...).
Weapons of legacy has some starting examples on bumping up legacy items to epic levels and whatnot if you wanna start there.
Troubled_child |
Ok maybe if I go first it will generate some discussion on the question I asked. My group meets once a week and plays two games. The early game lasts from about 6.30 to about 11.00. This is the slot we most often run pathfinder in. We ignore the XP per monster/encounter. This allows us to slow the game right down. Last game we started we took 6 sessions to get to level 2. When you spend a month and a half on a level it's amazing how much you value that extra +1 on a save or skill check. It allows you to take the time to really explore all the abilities you have so that when you reach higher levels you still use them. I admit this style of play might not be to everyones taste but for those of you who just want to keep playing your much loved characters I think that over 2 years is a good run and thats just based on it being 6 weeks per level. If you increase that time just as the XP gap go's up by level then you can extend it even further.
Zmar |
Zmar wrote:+1 for artefacts for the epic PCs (or at least some detailed guidelines for DM how to create and balance them). Something iconic belonging to them becoming an item of legends. Something being a material proof of their masters former greatness that could be used later. I thing it is a rewarding moment if the group encounters a well known item reminding them of their different PCs past achievments and lasting impact the've made upon the world (not that it can't be used with non-artefact items, but...).Weapons of legacy has some starting examples on bumping up legacy items to epic levels and whatnot if you wanna start there.
Those are not exactly artefacts and there's also a bit more crunch around them thn I'd like.
EDIT: Still thanks for the tip. I just wanted something simpler and some GM sdvice to back this rather than crunch.
Kthulhu |
To quote myself from a long-ago post in a long-forgotten thread:
An idea for an epic adventures/campaign that I had once:
Demilich has a fortress in his own small-ish demiplane. He's using flux slime to drain the magic from other planes, and has been at it for a few centuries. The PC's Prime Material plane is beginning to show visible effects, with great cracks opening in the ground to oceans of flux slime, and wide swaths of dead magic zones or wild magic zones becoming common throughout the world. Traveling to other Prime Material planes reveals that some have been completely drained of all magic.
The demilich still retains a few ecentricities from his long-ago human life...in particular, a penchant for swordfighting. He uses a improved version of Magic Jar to possess warriors to combat against other warriors in an arena at his fortress. This doubles as a way to bring PCs that have gotten off-track back to the main storyline, as the group's fighter can be taken as a potential combatant.
Admittedly, I have bias since I came up with the idea, but I consider that to be a more epic adventure idea than simply deciding to go assassinate some 40th level NPCs (ie, gods).