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29 of 31 people found the following review helpful:
5.0 out of 5 stars
The Dizzy Heights of Power, 16 Mar 2003
I wish I could give this more than just 5 stars. I have always run campaigns that went beyond the old 20th (and in late 2nd edition 30th) level cap, but had to make up my own rules for running them. It always upset me that just as characters got tough enough to be able to handle he truly epic tasks and quests that all players dreamed of doing, they were supposed to be put out to pasture. So, when this book came out, I was utterly speechless with anticipation, and to my utter joy, I found it to be everything I had been craving all these long years, a return to the near insanity (and endless fun) of the original D&D 'Immortals' box set. It's a hefty book, packed with all new rules for taking your players, villains and monsters to any level you want. Well presented and well wirtten, it gives advancements for all the base characters classes, as well as for the prestige classes from the Dungeon Masters Guide. It feature a ton of truly epic feats (imagine having all of your spells quickened or silent without altering their level, or being able to slice someones head off with your bare hands), epic magic items (you could now truly create a +12 Hackmaster if you wanted), epic spells (this time they got it right, we are talking SERIOUS magic here, not underpowered 9th level spell clones), my personal favourites, the epic monsters (HOW MANY HITPOINTS? AN ARMOUR CLASS OF WHAT?), and a whole ton of information about running and balancing epic campaigns. Stunning artwork is found through the book (check out the Xixecal), and everything is laid out in a sensible and intuitive way. I cannot stress enough what a great addition to your D&D rules set this work is, if you truly want to run a high fantasy campaign. Coupled with Manual of the Planes and Deities and Demigods, it arms the GM with the tools and rules for crafting incredible, memorable adventures that will leave your players both staggered ("It did how much damage?") and awed ("I did how much damage?"), and will keep you happily going until they achieve godhood.......or get killed and eaten by a Paragon Beholder! Buy it!
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23 of 25 people found the following review helpful:
4.0 out of 5 stars
Good Content, Surprising Balance, 26 Aug 2002
I have to admit that I was more acticipating the epic level handbook more eagerly than I have ever anticipated a D&D supplement, except for, perhaps, the 3rd Ed. PHB. At the same time I expected to be somewhat disappointed, I just didn't see how the game could be playable above 20th level since I don't think it is particularly playable above 8th level.To my surprise, having read the book a few times and begun planning a 30th level campaign, it seems to me that the game is more balanced and playable at 30th level than at 20th. Epic abilities fill in some much needed powers for player characters that turn two round kill fests into long epic slugathons. The creatures presented really look like they could challenge epic parties. Epic magic items are priced appropriately so the game doesn't spiral out of control. A few things in the book are overpowered. Being 30th level shouldn't let you do more than 1000 damage in a single round, and this can be accomplished through several different means. But banning only three or four feats and putting a couple of limits on epic spells takes care of these problems, and that seems pretty balanced to me. While a few of the pieces of art are downright terrible, most of the art is good technically and thematically. The book is riddled with errors, such as references to feats that don't exist and conflicting information about what abilities are gained at what levels, but it doesn't have more than you would expect from a first printing. Overall the Epic Level Hanbook was surprisingly good. I'm glad that I purchased it and I look forward to actually trying the rules out in a game. Of course 21+ level play isn't for everyone, but this book has lots of good ideas and advice that can be applied to 12th level games just as well as 21st level ones.
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4 of 4 people found the following review helpful:
4.0 out of 5 stars
Epic-ish, 14 Jun 2005
Although not entirly what I expected this book has been of a great use in some of my games, especially the one where our 30th level bard took all the leaadership feats. Some of the other feats presented can be a bit pointless but I just ignore them. The book could have had more information on big battles or rulig your own kingdom (My party rules a massive kingdom with a KuoToan army) so most of the rules for that had to be made up. There is no real extension to the skills except for a few entries on really high level skills One of the best bits is the monsters section, the hit points and attacks presented make a huge challenge, especially with the worm that walks which is almost impossible to kill. Overall this book is a great addition and any rules you dislike can be ignored or new ones created.
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