Author Topic: 6 Small Considerations to Make Epic Spellcasting Balanced, Pre-Epic.  (Read 4281 times)

Offline PlzBreakMyCampaign

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Since we are still waiting on this thread, consider this the place to talk about all things epic casting related.

0a. 10th level and up spell slots granted via the Improved Spell Capacity feat aren't epic spell casting per se
0b. The Epic Spellcasting feat allows you to "develop and cast epic spells" but, for now, to keep the discussion simple, let's assume the feat wasn't necessary and that no epic feats existed. We can tackle the feats later. We're just talking about epic casting itself right now.

1. You can "cast epic spells [...] a number of open epic spell slots per day equal to one-tenth his or her ranks in the Knowledge skill appropriate to the spell and the caster’s class." They are Knowledge (aracana), Knowledge (religion) and Knowledge (nature). The above feat mentions that these stack, but DMs are likely to require fully progressed multiclassing before the second knowledge skill gives additional slots. Normally that would be hard for a Wizard 17 / x 3 character, although specialized builds like an ur-priest / blighter could manage 4 rather than 2 slots. If you want to be rule-lawyery to gain the 5th and 6th slots, remember that by throwing out (or giving for free) the epic spellcasting feat, a monk could also gain epic spells.

2. "Metamagic feats and other epic feats that manipulate normal spells cannot be used with epic spells." If epic feats can't even modify epic casting, regular feats surely can't. You'll notice the x2 for extending spells rather than being able to apply a wimpy extend spell feat to a powerful epic spell. Suddenly all of your old, high level casting tricks don't work anymore. It reminds me of people glossing over the fact that artificers aren't spellcasters. A lot of the power actually comes from those old patterns that don't just work now.

3a. Custom Epic spells should have no "guesswork and rules stretching" and should always have the "worst of all worlds" rather than the caster just choosing whatever is best. This means that all epic spells, rather than just some, have all the spell schools associated with the seeds.
3b. The Range, Targets, Area, and Effects lines all chose the worst value, additively. Nothing is stopping you from changing the target and area line before combining each seed so that they still make sense. It just costs more spellcraft.
3c. Similar to SR, saving throws are all added separately, allowing multiple instances of one save or even many instances of multiple different saves.
3d. Seeds still require a save if it deals damage, in addition to requiring a successful attack roll.
3e. Touch or ranged attack seeds still require an attack roll if it deals damage as a targeted seed, in addition to requiring a saving throw.

4. There is no recording of epic spells. You will always pay to learn/develop both existing and custom epic spells.

5. There is no additional participant mitigating factor. You can't chain gate solars for circle magic on crack.

6. Dirty-trick fix the seeds: the Armor, Conjure, Fortify, Reflect, Summon, Transfer, and Ward seeds have certain effects removed (see below). This is either to prevent TO things like loops, or because they replicate an effect already banned in any serious, balanced game. Specially they are, in order,:
(click to show/hide)

The Epic spell factors you will want:
(click to show/hide)

Quick Notes on the Seeds:
(click to show/hide)

On specific spells and seeds:
(click to show/hide)

Costs:
(click to show/hide)

Offline nijineko

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Re: 6 Small Considerations to Make Epic Spellcasting Balanced, Pre-Epic.
« Reply #1 on: August 26, 2016, 03:30:34 PM »
so this is not just a compilation of epic and possible handbook thereunto? it will also be a 'how to fix' thread?

Offline PlzBreakMyCampaign

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Re: 6 Small Considerations to Make Epic Spellcasting Balanced, Pre-Epic.
« Reply #2 on: August 27, 2016, 10:44:32 PM »
If soro ever finishes his "bring epic into non-epic" thread, he can use this how he wants. (point 1)

Basically everyone always says "epic spellz are too brokenzor to evar consider d00d!". I looked at it and thought "Hmm all we need is one RAI limitation" (2) "and none of the already broken non-epic parts that might show up in epic caster" (6) "then the only real problem is dominating others to cast your spells for you" (5). Technically you don't need (4) if someone can show me a balanced way to allow it, but the way I see it, cost is THE balancing factor.

(3) is really just a metagame principle, that creating a custom version of something should automatically be better than the vanilla version. It's a standard idea in mods for video games, for instance. But I don't see it as a large change in their overall power. The real reason is to get rid of subjective player vs DM arguments about what entries should be the "base" seed. The standard boards answer of "make the DM lose the argument and let the player make all the decisions" doesn't fly in real games, unfortunately. The obvious solution is to conglomerate all the entries and it suddenly becomes objective.

Offline faeryn

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Re: 6 Small Considerations to Make Epic Spellcasting Balanced, Pre-Epic.
« Reply #3 on: August 28, 2016, 10:41:56 AM »
If my group ever gets around to starting up another game I'm totally gonna have to run this thread by my DM to see if we can get epic spells reigned in... as is the instant we hit epic levels someone in the party becomes immortal due to epic spellcasting...

Offline Keldar

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Re: 6 Small Considerations to Make Epic Spellcasting Balanced, Pre-Epic.
« Reply #4 on: August 28, 2016, 12:29:12 PM »
That the Spellcraft DC can go to 0 and 0 the creation costs is the largest flaw in the system. (other than interesting effects tend to have idiotically high DCs, while breaking the game can have 0DC)  As long as that is true, the system isn't fixed.   Just use the Mythal seed and generate all the shenanigans you need.  For free.

Frankly the system is such a mess with awful balance points and costs homebrew from scratch can easily do better.  Magical Tea Party is a better system for epic spells.  :P

Offline Ice9

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Re: 6 Small Considerations to Make Epic Spellcasting Balanced, Pre-Epic.
« Reply #5 on: August 29, 2016, 02:22:47 PM »
Isn't the effect of "0 DC" a bit disputed?  I've seen it treated as "half the cost of DC 1", based on how magic items using Cantrips work.

However, I think that with the "additional participants" factor removed, it might be fine for those to be free; the examples in the OP seem fine with the cost just being "using one of your epic slots".

I'm assuming that this is in the context of already banning/changing Astral Projection though; otherwise you don't really have limited anything per-day.

Offline Keldar

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Re: 6 Small Considerations to Make Epic Spellcasting Balanced, Pre-Epic.
« Reply #6 on: August 30, 2016, 04:01:57 PM »
Cantrips required a special exception to count as 1/2, there is no such exception for 0DC.  And all no secondary casters does is move the optimal cheese from summoning to temp hps/con buffs/fast healing.

The system is based on thematic effects for pricing.  It really needed to be effect based, not quasi-school based.  Pay nDC for n die of damage.  Paralysis costs yDC times x targets.   With reductions being to individual effects rather than to the final sum, keeping the cost from ever vanishing.
Not, Destroy + Slay = worse spell than an 8th level while Transform + feedback = Win.

Offline awaken_D_M_golem

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Re: 6 Small Considerations to Make Epic Spellcasting Balanced, Pre-Epic.
« Reply #7 on: August 30, 2016, 04:46:33 PM »
iirc , and this was a long loonnngggg time ago
there was an easy houserule about using
regular spells as a seed, with something like
DC 13 + 2*level = cost.

Something simple like that (idk if it was really that simple)
would get all spells into the same framework.


Getting seed cost below 0 was always possible, and
I think the old epic board viciously self policed that as a no.

Using the seed that gives SR is yet another discount thingy.

The 3.0e psi conversions that bumped Life + wtf the other healy one,
up something like +25 DC, was stupid and didn't work anything like that
with psi's healing powers or the Sangehirn/Healer similarities.
 :P :pout
« Last Edit: August 30, 2016, 04:48:41 PM by awaken_D_M_golem »
Your codpiece is a mimic.

Offline nijineko

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Re: 6 Small Considerations to Make Epic Spellcasting Balanced, Pre-Epic.
« Reply #8 on: August 30, 2016, 06:02:24 PM »
i always preferred the Amber Diceless RPG for high-epic and deity-level playstyles.

Of course, every universe is already explicitly part of the Amber universe, so...

Offline PlzBreakMyCampaign

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Re: 6 Small Considerations to Make Epic Spellcasting Balanced, Pre-Epic.
« Reply #9 on: September 11, 2016, 12:43:33 PM »
the instant we hit epic levels someone in the party becomes immortal due to epic spellcasting...
Or even before that if the Epic Spellcasting feat is thrown out. This would turn epic spellcasting into a benefit of 3 knowledge skills.


That the Spellcraft DC can go to 0 and 0 the creation costs is the largest flaw in the system.
Normally, yes. But with the above tweaks, I'm afraid you'll have to demonstrate this.
Quote
interesting effects tend to have idiotically high DCs, while breaking the game can have 0DC.
By constantly killing yourself, this is true.
Quote
Just use the Mythal seed and generate all the shenanigans you need.  For free.
I don't see this in the SRD. Source?
Quote
Frankly the system is such a mess with awful balance points and costs
Can you present 3 examples that, with the above, still are 'messy'? If anything, I see epic spells as having become "well 90% of it is not useful now," just like everything else in D&D: armor enhancements, 7th level spells, etc


Not, Destroy + Slay = worse spell than an 8th level while Transform + feedback = Win.
When you say "feedback", you mean "Backlash", right? Even small amounts of feedback are a good way to kill yourself:
Quote from: SRD
The caster cannot somehow avoid or make him or her self immune to backlash damage. For spells with durations longer than instantaneous, the backlash damage is per round. If backlash damage kills a caster, no spell or method exists that will return life to the caster’s body without costing the caster a level—not even wish, true resurrection, miracle, or epic spells that return life to the deceased. Spells that normally penalize the recipient one level when they return him or her to life penalize a caster killed by backlash two levels.


@aDMg: I think the fact that I seem to have 'salvaged' 0DC epic spells shows the strength of these few changes here. But paying 9k vs 4.5k vs 0k doesn't matter too much if you only can learn 1 to 2 epic spells pre epic.

Offline Soft Insanity

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Re: 6 Small Considerations to Make Epic Spellcasting Balanced, Pre-Epic.
« Reply #10 on: September 25, 2016, 06:20:47 AM »
You might want to check out "node granted spells" (underdark 50).  Basically high power nodes are akin to the spell pool a mage of the arcane order gets.  Time is the only factor to be overcome.  For a single cast of node genesis you're looking at 10 epic spells once it starts producing epic spells.  It's unclear who gets to design and choose these spells.