Complete Epic (3.5e Sourcebook)/Introduction

= Introduction =

''I've acquired the ultimate power! Observe...Such magnificent power!''

Though theoretically meant to go on forever without a cap, D&D's means of scaling goes out of control as early as 16th level, and most certainly noticeable by level 24th. The problem of linear warrior progression vs quadratic wizards, the imbalance of saving throws, and the lack of planning for how the game would continue beyond level 20 met up with a myriad of other problems producing a train wreck we call the Epic Level Handbook. They recognize the problem of scaling, but their solutions are sloppy, with lots of collateral damage and no clear goal on what epic is supposed to be or mean. After all, by 20th level the PCs have gone from murderhobos to guys who can walk up to balors and kick them in the nuts. On a daily basis. And living to tell the tale. They're quite nearly gods.

Gone is the gritty slog through the mud, clashing swords with orcs Lord of the Rings style. In epic levels, everyone is defying physics, even the most mundane fighter. It is to be expected to pull off crazy "anime" stunts, leaping into the upper atmosphere, piledriving someone through a mountain, or single-handedly battling an entire army and winning. This is just the nature of epic levels, for in these levels, PCs go from the servants of the gods to fighting the gods themselves, and other cosmic-level threats that even deities fear to challenge. Some PCs may even choose to become gods themselves. In epic, the game is the same but the scale is much different.

Epic Basics
''Is that thing wielding duel spheres of annihilation-chucks? ...oh ...dear.''

In the old Epic Level Handbook they solved the scaling problems by removing BAB progression and save progression, effectively giving everyone poor BAB (or rather poor pseudo-BAB) and all good saves. It wasn't even actual BAB, so fighters could not get any more new attacks. Were you one shy of +16? Too bad, you can never ever make it up again, and forevermore only make three attacks per round. It is as if epic level characters were incapable of learning. The save progression technically would work, but only further removed individuality between classes. Naturally, spellcasters had no such restrictions on their growth. They may not earn more spells per day or spells known, but their growth in spell levels was not capped by becoming an epic creature.

Still, it is a problem if we don't fix how things scale at least. The problem has less to do with saves being large and more with some saves being too small; a barbarian pre-epic will probably continue in barbarian-focused things in epic and not decide to go wizard, and as a result his Will save will only get smaller and smaller. Instead of making everyone's saves the same, let's take a different approach.

Converting to Complete Epic
The rules for epic level play change to the following:

BAB: BAB continues to be based on your class, and you gain BAB normally. No matter your BAB, you only get four iterative attacks.

Saving Throws: Saves continues to be based on your class. However, you now have a minimal save bonus. You use your normal save bonus (after bonuses and ability score are accounted for) or a save equal to your character level - 8, whichever is greater. Thus, the barbarian who has never invested in his Will saves continues to have a poor save, but not so impossibly low that he will fail on all of his saves.

Spellcasting (and Maneuvers and Powers): Spellcasting, maneuvers, and powers continue to grow after epic levels. Spellcasters gain +1 spell known and +1 spell per day for any one of their spellcasting classes. Manifesters gain their character level in PP and +1 power per day for any one of their manifesting classes. Initiators gain maneuvers and stances at the same progression as pre-epic for the class they are advancing in.

Epic Spark: Much as a divine spark makes one a deity, an epic spark is what all epic creatures possess. Epic creatures are just better than non-epic beings, literally able to bend or break the rules by their existence. An epic creature ignores the resistances of non-epic creatures, and immunities deal either half damage, or have a 50% chance of working (for non-damaging effects). That means an epic monk can stun constructs with a 50% chance, and an epic sorcerer's fire can burn non-epic fire elementals to a crisp.

This sourcebook will also end up altering or replacing many feats and classes. It should be assumed that if not otherwise mentioned or replaced, the old epic version still applies.