Epic Levels

The game is balanced on 20 levels.
While it would be fine to have some incentive to keep playing after reaching level 20, I am wholeheartedly opposed to handling Epic Levels the same way as in D&D. It's just too powerful and IMHO breaks the game.

In a 20 level game, you can mix and match the multiclasses, but for everything you want to have from one class, you forfeit something from another.

In an Epic game, you don't have to forfeit anything but, over the time, you get _everything_ without any drawback. It may be a powergamer's paradise but I find it pretty stupid.

What would be okay is advancing additional levels beyond 20 to get some minor boons, but no class special features -- it's like your character has learned all he can already.
 
They were not covered because, frankly, they are not nessicary. You can cram a lot of gamming into the first 20 levels, and the power curve is sufficent to model anything from wet-behind-the-ears novices to Conan himself at the height of his power.

Now, that doesn't mean that it's wrong to want to game beyond level 20. There is no such thing as wrong so long as you and your group are having fun.

However, building a system that works equally well at level 2 and level 52 poses some unique, and significant, problems. Both for mechanics design and for world design. So, from a game designer's perspective, why spend time and effort trying to break down those obstacles when the results are not nessicary to the final product and would only serve a small sub-set of your audience in any case?

And that is why they don't address "epic" rules in Conan.

Later.
 
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