Vrock_Summoner
2014-04-03, 09:32 PM
No, it's not balanced. In fact, it's more unbalanced than general D&D, which is a bit scary to think about in all honesty.
No, it's not the place for most fantasy stories. Most normal fantasy takes place at level 10 tops, while even full D&D-acknowledged high-power fantasy stories tend to take place pre-9th-level-spells. In many ways, Epic D&D is only half D&D, and half its own thing, almost a different game.
But I think this may be intentional, or at least beneficial.
Hear me out here. Let's start with Epic Spellcasting. No doubt it was designed badly, if for no other reason than that the spell DCs are just really weird. Of course, in Epic the designers fully expect you to have items and such giving you +Awesome to skill checks, so a spell with a crafting DC of 80 or so isn't entirely unrealistic to expect for a level 30 or so character, though they aren't likely to write their own example NPCs that way.
Think about it for a second. Epic Spellcasting is broken... On purpose. Melee characters get access to a lot more magical things... For the better. Spellcasters can do things nobody thinks are possible... Because spellcaster=win, yes, but also more fundamentally as a design function.
Epic is ABOUT building characters that can do everything. They made some stupid design choices and no level 20 full caster has issues with being able to do everything already, but that's kinda irrelevant.
A lot of people walk into Epic thinking it's just "D&D, but bigger numbers" and this is fundamentally a mistake. Epic is about stripping off the restrictions. Not necessarily the weakness, but the restrictions. It isn't supposed to be the same as before, a story about clever leaders of men, about heroic underdogs, or even about the tenacity of outmatched people faced with adversity too great for themselves. Fundamentally, Epic captures something I think most other systems haven't captured; whether that's good or bad is your call, as it can be a letdown to people used to regular 3.5.
The thing Epic captures, the type of story you tell with Epic D&D? It is, fundamentally, you taking charge and responsibility. It is a story about you doing it yourself.
It seems so small, like something you can do in any game, but it's a bigger deal than you'd figure.
Pre-Epic is a story about Paladins who are gifted Holy Avengers by the gods themselves to use in the final battle against The Darkness. Pre-Epic is a story about taking the artifact of awesome power to the top of the mountain and using it to reopen the portal to the BBEG's demiplane for the final battle. Pre-Epic is a story about a Wizard who trades his soul to the dark god for unimaginable power so that he can defeat his former master and prove himself.
Notice something about those stories? There's always someone/something else. Something leeching credit, but also something letting you know you're not the only one who can do it, you're not the only one trying.
That might make Epic sound lonely, but it's more just about you becoming THE hero, the one all the little people look up to, the one who does the thing... On his own.
An Epic story is the Paladin crafting his own Sword of The Light Will Screw You, one-upping the Good deities before he heads out, and electing to ignore the Plot Artifact of Sealing the Darkness Again in favor of destroying the concept of darkness in its entirety. Epic is about the wizard who, when faced with a BBEG who is sitting in his Epic-levelly-defended demiplane, turns down the Tower of High Sorcery's offer to try to use an artifact as the center of a Circle Magic spell to break the party into the plane, and instead says "just give me a week, I'll make my own danged Epic spell to force my way in through his." Epic is the story about the character who tries to kill the dark god and take the power he wants and makes the Artifact of Kewl Powers out of his corpse for later generations to find.
I don't know if I really made my point... All of my thoughts are kinda jumbled. Basically, Epic is about taking responsibility for everything, not having to rely on others and cut corners and worry about satisfying them unless you happen to be emotionally invested in doing so. It's rising above reliance on others outside your own party, breaking off restrictions, removing your ability to absolve yourself of any responsibility for the success or failure of what you do.
Effectively, Epic is conquering dependance and excuses. It's evolving. And maybe it's true that this isn't the story D&D was telling before. But that is the story Epic tells.
Okay, absurdly long message done. What do you guys think? Agree? Disagree? Does it warrant a shift in perspective and a re-evaluation of Epic as a subsystem? Or has this been a bunch of pointless chattering in a thinly veiled effort to make myself seem like a philosopher? You guys decide! Though it's obviously the last one.
No, it's not the place for most fantasy stories. Most normal fantasy takes place at level 10 tops, while even full D&D-acknowledged high-power fantasy stories tend to take place pre-9th-level-spells. In many ways, Epic D&D is only half D&D, and half its own thing, almost a different game.
But I think this may be intentional, or at least beneficial.
Hear me out here. Let's start with Epic Spellcasting. No doubt it was designed badly, if for no other reason than that the spell DCs are just really weird. Of course, in Epic the designers fully expect you to have items and such giving you +Awesome to skill checks, so a spell with a crafting DC of 80 or so isn't entirely unrealistic to expect for a level 30 or so character, though they aren't likely to write their own example NPCs that way.
Think about it for a second. Epic Spellcasting is broken... On purpose. Melee characters get access to a lot more magical things... For the better. Spellcasters can do things nobody thinks are possible... Because spellcaster=win, yes, but also more fundamentally as a design function.
Epic is ABOUT building characters that can do everything. They made some stupid design choices and no level 20 full caster has issues with being able to do everything already, but that's kinda irrelevant.
A lot of people walk into Epic thinking it's just "D&D, but bigger numbers" and this is fundamentally a mistake. Epic is about stripping off the restrictions. Not necessarily the weakness, but the restrictions. It isn't supposed to be the same as before, a story about clever leaders of men, about heroic underdogs, or even about the tenacity of outmatched people faced with adversity too great for themselves. Fundamentally, Epic captures something I think most other systems haven't captured; whether that's good or bad is your call, as it can be a letdown to people used to regular 3.5.
The thing Epic captures, the type of story you tell with Epic D&D? It is, fundamentally, you taking charge and responsibility. It is a story about you doing it yourself.
It seems so small, like something you can do in any game, but it's a bigger deal than you'd figure.
Pre-Epic is a story about Paladins who are gifted Holy Avengers by the gods themselves to use in the final battle against The Darkness. Pre-Epic is a story about taking the artifact of awesome power to the top of the mountain and using it to reopen the portal to the BBEG's demiplane for the final battle. Pre-Epic is a story about a Wizard who trades his soul to the dark god for unimaginable power so that he can defeat his former master and prove himself.
Notice something about those stories? There's always someone/something else. Something leeching credit, but also something letting you know you're not the only one who can do it, you're not the only one trying.
That might make Epic sound lonely, but it's more just about you becoming THE hero, the one all the little people look up to, the one who does the thing... On his own.
An Epic story is the Paladin crafting his own Sword of The Light Will Screw You, one-upping the Good deities before he heads out, and electing to ignore the Plot Artifact of Sealing the Darkness Again in favor of destroying the concept of darkness in its entirety. Epic is about the wizard who, when faced with a BBEG who is sitting in his Epic-levelly-defended demiplane, turns down the Tower of High Sorcery's offer to try to use an artifact as the center of a Circle Magic spell to break the party into the plane, and instead says "just give me a week, I'll make my own danged Epic spell to force my way in through his." Epic is the story about the character who tries to kill the dark god and take the power he wants and makes the Artifact of Kewl Powers out of his corpse for later generations to find.
I don't know if I really made my point... All of my thoughts are kinda jumbled. Basically, Epic is about taking responsibility for everything, not having to rely on others and cut corners and worry about satisfying them unless you happen to be emotionally invested in doing so. It's rising above reliance on others outside your own party, breaking off restrictions, removing your ability to absolve yourself of any responsibility for the success or failure of what you do.
Effectively, Epic is conquering dependance and excuses. It's evolving. And maybe it's true that this isn't the story D&D was telling before. But that is the story Epic tells.
Okay, absurdly long message done. What do you guys think? Agree? Disagree? Does it warrant a shift in perspective and a re-evaluation of Epic as a subsystem? Or has this been a bunch of pointless chattering in a thinly veiled effort to make myself seem like a philosopher? You guys decide! Though it's obviously the last one.