![]() Wall of Force and other force effects can be destroyed by damage. It has a Hardness of 25 and 10 HP per caster level. It's allowed, but don't try anything cheesy.īlasphemy/Holy Word/Etc.: Allows a Will save.įorcecage can be destroyed by damage. Polymorph any Object: DMs will have a strict interpretation on the usage of this spell. Can only take shapes of non-epic d20 SRD monsters. Shapechange: Shapes do not grant spellcasting. Epic Damage Reduction reduces damage from (non-elemental) magic and spell effects, unlike normal Damage Reduction.Īntimagic Field: Selective Spell, Extraordinary Spell Aim, Initiate of Mystra and other methods of being able to use magic while in an AMF are not allowed, with the exception of the Invoke Magic spell, artifacts and deities. The general theory of modification for immunities and the like is to change them from binary to opposed.Įpic Damage reduction cannot be overcome by weapon properties like transmuting or spells that allow weapons to ignore DR. I do not expect any of the PC’s will have any true immunities, other than positive energy healing them. An non-exclusive list is below, they are typically based on the creature's fundamental nature and carry a commensurate drawback. There are some exceptions (true immunities) but they are rare. Immunity to precision damage or critical hits instead halves the extra damage. Energy immunity instead halves the damage of a particular energy type and grants Resistance 20. If the effect does not normally allow a save, having an immunity grants one (appropriate DC determined case-by-case, usually something like ½ HD + Stat Modifier) but without the +10 untyped bonus. Instead of immunity, grants a +10 untyped bonus to saves and +20 bonus to applicable opposed checks. We're about a half-dozen encounters in, and I can say that they've worked quite well, though definitely not perfectly. It's been further modified by my experiences running that 30th level adventure and finding more things that I didn't anticipate or which still needed changed. ![]() To kick off the discussion, below is the modified list of house rules I introduced for my Quicksilver Hourglass game here on the Weave. What about you? Have you tried to play at high or epic levels and found it difficult? Have you instituted any rules, tweaks, or modifications that made it more easily managed or curbed the worst offenders? And, like any enthusiast of a mechanical system, I can't resist tinkering. I love 3.5 edition, don't get me wrong, it's my first true RPG love. ![]() How do you play 3.5 edition at Epic Levels in a manageable way? At high levels, the disparity between the classes begins to show more and more, and GM's struggle to challenge players with a myriad of abilities, active spell effects, defenses, immunities, and who knows what else. Spun off from the discussion here in Game Planning.
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