Rating: Summary: I don't Agree to them Review: Perhaps you guys didn't really read/understand the epic rules. Of course, you can still get spells from 0-9. What the book is trying to say is: classes below epic like Fighter, Ranger, Wizard, Sorcerer etc. don't exceed beyond 20th level anymore and therefore you cannot gain benefits from that class. If you guys really want to gain more 0-9 spells/non epic spells, why not multiclass to other classes/prestige classes. Say you have reach 20th Wizard, then why not choose an Archmage prestige class or a sorcerer. That way, you'll still gain 0-9 spells. The point of the book is: whenever you reach a character level (not class level) of 21th level, you're considered an Epic Character. You'll gain epic benefits such as: cast epic spell, use epic feat and skills. Epic doesn't mean a 'class' guys, it means that you're just considered Epic. Example: You're Wizard 15/Archmage10, when you consider character level (not the class level, some is still confuse about that), you will learn that your character class is 25th level all in all. Since you're character level is beyond 20th level, you're 'also' considered 'epic' that you'll gain extra benefits from the epic handbook aside from the player's handbook. If you got a problem by not having 0-9 spells anymore, man!... you must have miss reading the epic spells. Epic Spells are far more flexible, stronger and creative than nonepic spells (if you read that more). All Epic spells is considered 10th level Spells and there's no spells by class anymore. Anyone/Anyclass can cast it as long as they can pay it. When you guys came to understand it then you guys will realize how good the book really is. You guys must be also confuse about the part of the book about Epic Classes. e.g. Epic Druid, Epic Wizard, Epic Figther. etc. Now, you can only gain these classes if one of you're class level reach 20th level and wanted still be stay on that path. Example: Your wizard had reach 20th and still wanted to continue the path, then you can now have access to Epic Wizard. 21th and up level Wizard is not covered by the Player's Handbook anymore, instead, your Wizard will gain benefit from epic spells (which is a 10th level spell) from the Epic Handbook. To clarify it more, here is what you guys should keep in mind: 1. Your character is considered an Epic Character whenever, your 'character level' reach beyond 20th level, then you'll gain epic benefits. e.g. 10 Fighter/10 Wizard/1 Druid (character level is 21) or 12 Sorcerer/5 Ranger/5 Barbarian (character level is 22). These characters are 'also' considered epic. These characters will gain both epic and nonepic benefits (from the Player's handbook and from the Epic Level Handbook) when they level up again. 2. Your class can be epic e.g. from wizard to epic wizard whenever your 'class level' reach the maximum level on the table but will now gain epic benefits not from the player's handbook. Most Prestige classes is only upto 10thlevel and beyond that, 11th of the same prestige class is already an Epic class. Example: Wizard 20, beyond 20th is Epic Wizard. Archmage 10, beyond 10th is Epic Archmage. If you guys give it a read one more time and try to accept new rules, you'll really appreciate it. Specially the 'Seeds' rules of epic spells. :) Don't worry if you're Wizard 20th level class will not have additional 0-9 spells anymore. Think that your 20th level Wizard will instead gain much more powerful spells (epic spells = 10th level) that could harm a diety.
Rating: Summary: Seeds indeed. Review: The epic level hand book isn't for everyone. That is the best way to phrase a review for it. Some people won't want to run adventures of this high of level. The book is for the truly earth-shattering tales. For those who do this book is a fine addition to the supplement collection. As is noted in many of the reviews, the resource has listings for all sorts of spells, items, and problems that come up with these campaigns. Its a fine resource in and of itself, and the conservative design of the book helps to keep the DM in his/her right mind. The best part of the handbook is the context of the piece: use what you want. Its a common theme in rpg products, and its visible in the book. The section on character motivations is particularly helpful in explaining epic beings. Psychologically profiling the players is another unrelated matter. All in all one of my favorite books to date.
Rating: Summary: A great resource Review: The epic level handbook really does extend the charcter levels out to at least 50. The book uses feats as the means acomplishing this. The feats range from granting higher level spell slots to adding one point to an ability score. The epic level spells are based on a template that you modify based on effects that you want. The monster chapter is well designed and easy to us to create epic monsters.A great addition to anyones D&D collection.
Rating: Summary: For the power gamer, and also the merely curious Review: The real reason I got this sourcebook was curiosity. I wanted to know what they could possibly have put in it to make it so long (it's longer than the Player Handbook). So what exactly is there? A lot. To start with, all the standard 3rd. ed. classes and all the prestige classes in the DM guide are advanced to epic level. That is to say, you can take levels above 20 (for the normal classes) and above 10 (for the prestige classes). Next, they have a whole ton of new feats, some of which really had me drooling over them. Following this is a series of extremely powerful (and extremely costly) epic spells, and then a whole new set of epic items and item enchantments. The tutorials on running an epic level game are intriguing enough that I'm thinking of doing one now (I actually had no plans earlier) and a complete sample setting is given if you want to try it out. There is a very large section of new monsters, as well as some non-epic feats that go a long way to making some of the standard feats really useful. For example, 'shot on the run' was pretty useless, but with the new 'manyshot' feat it is actually a good pick now. The end of the handbook provides some things specific to particular campaign settings, particularly a few powerful NPCs from the Forgotten Realms and Greyhawk settings. If you have the sourcebooks for these, it'll be repeat information, but the art is... interesting, to say the least. Overall, the ELH has good organization and great illustrations. It is a bountiful resource for anyone who wants to run a high-powered adventure but still keep things fun. For those who aren't planning on one, check it out anyway, as it might very well change you mind.
Rating: Summary: Excellent Review: This book is a very interesting book and a must have for an epic level campaign.
Rating: Summary: Extraordinary Review: This book is one of the best buys an AD+D player can make. I've looked through many "add on" books and I must say this one is more than interesting. Not only does it give a path for progressing characters to get past 20th level, but the game begins to make more sense at these higher levels. Considering the game is based on a d20 system, and therefore a lot of dice rolling goes on, I think the higher level characters get and the higher their various modifiers get the better the game is. After all it makes more sense for a character to have a +35 to a bluff check and roll a d20 besides than to have only a +1. I mean at low levels the game is often a product of shere chance, whereas at higher levels players have more control over what their characters can and cannot do. If nothing else this book is a worthwhile read for AD+D players.
Rating: Summary: A Must Have for All D&D Gamers Review: This is a wonderful book. A true must have for all gamers interested in running high level campaigns. This book has really added a new facet to my groups gaming experience. Highly recommended.
Rating: Summary: Good, great, and greater Review: This is my favorite Dungeons and Dragons book so far. With this, you can become truly powerful. I didn't really like the epic prestige classes, but the spells and magic items and monsters and epic settings were great. I highly recommend it to anyone who plays D&D or even thinks about playing an epic campaign. If I could give this 6 stars, I would.
Rating: Summary: Excellent ! Review: This product is an excellent addition to the D&D 3rd edition, giving rules for characters over 20th level. The new classes,feats and Epic spells and items are great. I certainly disagree with those who deride epic level campaigns and those who claim this book is overpowered.In fact considering some of the epic monsters the PC's face the are a little underpowered. There are some things I would have liked to see handeled differently but inspite of there flaws (nothing's perfect)this product still deserves 5 out of 5 stars.
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