Songs are sung and tales are told of heroes who have advanced beyond most adventuring careers. They confront mightier enemies and face deadlier challenges, using powers and abilities that rival even the gods.
This supplement for the D&D game provides everything you need to transcend the first twenty levels of experience and advance characters to virtually unlimited levels of play. Along with epic magic items, epic monsters, and advice on running an epic campaign, the Epic Level Handbook also features epic NPCs from the Forgotten Realms and Greyhawk campaign settings.
To use this supplement, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. A player needs only the Player's Handbook.
Wizards of the Coast LLC (often referred to as WotC /ˈwɒtˌsiː/ or simply Wizards) is an American publisher of games, primarily based on fantasy and science fiction themes, and formerly an operator of retail stores for games. Originally a basement-run role-playing game publisher, the company popularized the collectible card game genre with Magic: The Gathering in the mid-1990s, acquired the popular Dungeons & Dragons role-playing game by purchasing the failing company TSR, and experienced tremendous success by publishing the licensed Pokémon Trading Card Game. The company's corporate headquarters are located in Renton, Washington in the United States.[1]
Wizards of the Coast publishes role-playing games, board games, and collectible card games. They have received numerous awards, including several Origins Awards. The company has been a subsidiary of Hasbro since 1999. All Wizards of the Coast stores were closed in 2004.
It's the D&D book we all buy and then almost none of us ever use. Can anyone really ever nail down a group long enough to even get to epic level? That kind of consistency is almost as unrealistic as some of the epic level abilities.
A very explicit book about what does "epic" means in D&D 3rd ed: overkill powers, spells designed to sunk continents and monsters the size of gods to beat. It truly lacks good ideas to get those concepts togheter, though.
Atropals are freaky as hell, but otherwise this isn't anything too remarkable. It just takes the already flimsy 3rd edition balance and once and for all breaks it into tiny splinters.
Basic Concept: Rules for playing characters over 20th level in 3rd edition D&D.
The D&D 3rd edition rules originally assumed play to stop for all characters at 20th level. This book removed all limits and gave all the rules for playing characters who were essentially as powerful as some gods. New abilities, new items, new rules all around. As always seems to happen when characters get powerful, there was a lot of room given here to utterly break a game. It's not something I would ever want to deal with as a GM.
This is a case where I bought a D&D book without thinking through entirely whether or not I'd be likely to ever use it. The reality is that most of the campaigns I run seem to hit their peak "fun" somewhere around 12th to 15th level, before every encounter starts to have a save-or-die flavour. So while I read the book and I thought there was some decent stuff in here, I'm not sure we've ever actually used the book at all.