"Be kind to them at Heroic
Be even-handed at Paragon
Be a bastard at Epic"
These words open Sly Flourish's Running Epic Tier D&D Games, one of the most valuable resources any 4e Dungeon Master can arm him or herself with when jumping that Level 21 shark.
Epic Tier Dungeons and Dragons is a clustercuss unto itself. It is a major game changer. PCs become gods, armed with scores of power cards and magic items out the wazoo. Monsters become useless ragdolls to be tossed to the four winds with abandon. The Dungeon Master is suddenly reduced to a frustrated and demoralized mess. What should be the climactic and high-stakes end to a campaign, one that has spanned many months (years?), is instead a painful slog through wave after wave of boring encounters, with some half-hearted story dashed in for good measure. That is, if your DM makes it that far.
Fortunately, the internet is full of bloggers, tweeters, and writers who have been there, done that, and found solutions! Few of these have been as outspoken on the subject as Michael E. Shea, also known by his twitter handle and blogging alias Sly Flourish. He has posted countless tweets on the subject, and has always been both a critic of Epic Tier and an advocate for how to make it playable. He also literally wrote the book on the subject.
The book,
available from his website, costs $3.99 for a downloadable version or $7.99 for a print copy. As somebody relatively new to the business of buying stuff from bloggers, I bought the downloadable copy. I now wish I'd sprung for the print version. This book belongs on my 4e shelf.
Presentation
The book's design is what I would call Spartan. Nothing is wasted here: it is comprised of basic text, black on white. This gives the book a utilitarian quality (handy if you do decide to print it after all). The table of contents outlines each section clearly. In sharp contrast to the no-nonsense approach of the inside, the front and back covers feature artwork by Jared von Hindman of
http://www.headinjurytheater.com/, the writer and illustrator behind the D&D Outsider articles. They offer a hilarious perspective on the power imbalance inherent to Epic Tier, and I always chuckle a little when I see Orcus humbled like that.
Content
The book is designed to be a collection of tips and tricks on how to overcome the pitfalls of running Epic Tier Dungeons and Dragons. It accomplishes this goal neatly. The book offers solutions for the experienced DM to bring into their game and make it as dangerous as it was in Heroic Tier. It gives tips on overcoming each individual Player Role, dodging the defensive buffers of PCs, taking heavy hits to your monsters, scaling up battles, running fast encounters (very important at this stage in the game), and more. He provides advice for moving your campaign into the Epic Tier, or for running one-shots and mini-campaigns.
Occasionally, however, the book goes beyond it's mandate of tweaks and tricks and offers good advice that transcend the game mechanics. Sly Flourish kicks the book off with a section on how to style your Epic Campaign, and how to make it feel special and unique to your Players. Many insightful points are made: your players are basically superheroes, so why doesn't the world treat them as such? Once or twice the book even suggests encounter designs or templates, which can sprout into entire plot hooks. Shea gives advice on finishing your campaign with a bang. Had all this content been explored further, this might have been a fully fledged DM's Guide to Epic Tier. The book never professes to be this, however, so the added content was instead a happy bonus to discover.
One of the most useful tips found in the book is simply to scale up Monster damage. This has consistently worked at my table to up the threat in any Epic encounter. Using the book in conjunction with the stats found on Sly Flourish's
DM Cheat Sheet (available for free on his website) has been the quickest and easiest way to make Epic Tier feel Epic again. I now up the damage output of every encounter. More damage means that Player resists and temporary hp mean something. The party Cleric finally gets to use his three heals per turn and feel like it made a real difference. At the end of the day, by giving them the chance to use their special abilities, you make the PCs feel powerful while still getting the satisfaction of keeping them on their toes.
Another brilliant approach suggested by the book is to use environmental effects against the PCs. Adding streams of lava or pillars of necrotic death up the strategy required to defeat an encounter. Giving these effects a high automatic damage output is an easy way to threaten the PCs in ways they don't expect. Adding a skill challenge or puzzle to disarm this effect is another great way to make the encounter even more memorable.
One of my favourite tricks that Sly Flourish presents is called the "Donut Aura". It works exactly like a normal aura, except that it only effects those outside of its range. A Donut Aura 3 means that if a monster doesn't start its turn three squares away from the monster, it's going to regret it. I tested this power with a nasty self-forged boss whose metallic body was coursing with Storm Magic. If the party's archer was too far away, he got blasted with 25 lightning damage. And if you want to get really mean, combine a Donut Aura with a slightly less potent Normal Aura. It forces players to pick the lesser of two evils.
The downside of many of the tips found in the book is that if you use them too often, Players begin to notice. I find that you have to really break them up with each other to keep encounters from seeming too familiar. This isn't really a huge problem: many of the tips seem keyed to improve boss battles, and there are enough tricks in the book to keep it unique for dozens of fights. Just remember, as always, to mix it up from session to session.
Maybe this is me being greedy and a bit lazy for a second, but one thing I would've liked to see in the book was a few monster stat blocks. Many times a specific monster's power was referenced and tweaked, but I think some of the ideas would've benefited from an actual stat block. It might have helped to clarify some of the trickier tips, and shown how to unite several concepts presented in the book into a concise format for instant use at the table. Admittedly, this isn't supposed to be a Monster Manual (heck, I'm not even sure it's
legal to publish stat blocks under the 4e game system license). But I for one would love to pay for a DLC with five or six customized monsters in it, ready to play. Especially Solos. Sly Flourish has some
great ideas regarding solos.
The Bottom Line
Sly Flourish's Running Epic Tier D&D Games is the definitive published work on the subject. With no help for Epic Tier forthcoming from Wizards of the Coast, we in the 4e community must turn to our own for help. In his 52 page pdf, Mike Shea provides the best advice I have seen on Epic Tier to date. If you are even thinking of running an Epic game, I thoroughly recommend this book.
I bought the book in mid-paragon tier, so it gave me time to process the information and try out one or two things in the last couple levels before Epic. I would suggest this approach, as I found it prepared me in advance for the dramatic change Epic Tier brings.
At four bucks, this is an absolute steal. Do your campaign a favor and download it today. It could save your game before you even know it needs it.
And, if you aren't already, for the love of Selune, follow Sly Flourish on
twitter and at his
website.
Thanks, and happy gaming!
-DS