Imagine if the ultimate power gamer in AD&D history met up with the silliest immortal level ideas of Gygaxian excess and decided to create a Monster Manual specifically for ultra-high-level games. The result would be The Immortals Handbook - Epic Bestiary: Volume One, released under the D20 OGL. There is no editor or "reasonable" person saying, "No, that's too much," to author Craig Cochrane. From a monster hierarchy chart that lists the number of Christian Gods (1) to a golem made from a neutron star that can explode planets with a punch attack, nothing is too ridiculous. Which makes the Bestiary's oddly serious tone all the more delightful.
Steve: I am not gonna lie on this one, dude. I am pumped. Epic D&D games don't get enough credit, but there is nothing like a full on god hunter campaign or something.Zack: I understand the appeal of high-level gaming. Everybody wants to be Goku and Darth Vader. I get the appeal of it, but not the reality. I remember a 6th grade campaign into hell to kill Orcus and it was just preposterous. We were not even playing the game right and it was still tedious. I can't imagine how boring correct combat rounds would be at, say, 40th level.
Steve: At a certain point combat does sort of go from "swing a mace" to "use eight different abilities and spells in one turn and attack four times" but a good DM can manage that stuff.
Zack: Fair enough. You're pumped. I'm doubtful. Let's see who is right when this whole thing shakes out.
Steve: Look at that cover, dude! A tornado man ten times bigger than a castle is punching some sort of flame hydra lady.
Zack: The unused storyboards for the battle of Jerusalem in Kingdom of Heaven are wild.
It's time to get a new TV. Your old one was made like two years ago, and so much has changed. You might as well be looking at a dinosaur's butthole. Why would you keep doing that, when you could be looking at a robot's butthole?
This libtard terminator keeps asking for guns that don't exist and I may have to close early out of frustration.
My game is funded. Now I know everything.
Sea of Thieves: Reduced the number of quest types from 3 to 2
Zack Parsons, Steve "Malak" Sumner, and friends tackle bizarre role playing game products that make them wonder, "What the fuck!?" From the early days of Gygax to contemporary role playing games, none will be spared.