I simply don't find that impressive enough. I think a sound ass-kicking should be involved if an epic toon gets in a fight with a paragon toon, except in extraordinary circumstances.
Here's a draft on what I imagine as a more exciting version of tiers; they are pseudo-inspired by Greek mythology. A gaming group could choose to play in only one tier, or spread across them all.
A tier of play represents the comparative power of play. There are four tiers of power in Phoenix, as illustrated below. Significant power separates the characters and creatures of each tier.
Advancing from one tier to the next is not a simple matter of wash, rinse, repeat – to become a Hero, a Mortal must prove themselves worthy in some fashion. To become a Demigod, a Hero must be at the pinnacle of their achievement and have either a divine sponsor, or the sponsorship of some other entity of comparable power.
- Though gifted, still learning their capabilities
- Reasonably close to normal, non-adventuring folk
- Can fight against other mortals, in similar numbers
At the beginning of the mortal tier, a player character is probably already displaying raw talent. A town guard would be amongst the better guards, a soldier would be a sergeant or other proven NCO, a mage’s apprentice would be amongst the most promising of the current apprentices. They are mortals, though - and can be easily slain by other mortals.
Gaining levels in the mortal tier sees a character gaining renown through their accomplishments. This will probably attract some attention, both for good and for ill – some will seek out the character for help or hire, and some will view them as a threat.
- Fully aware of their gifts, able to exploit them
- Undoubtedly superior to normal, non-adventuring folk
- Can hold their own against several mortals at once
Heroic creatures and characters take half damage from mortals. They are significantly superior to mortals - mages of extraordinary power, warriors able to slay a dragon on their own, and leaders of armies.
Heroes also experience a significant jump in at least some of their ability scores, and an improvement in what dice they roll for ordinary checks.
- Able to manipulate at distance, can break significant laws of reality
- Might be worshipped by normal, non-adventuring folk
- Can decimate large groups of mortals
A character or creature in the demigod tier is invulnerable to mortals. There are those that would protect mortals, though, against demigods that indiscriminately destroy them. Such entities may be more powerful than the criminal demigod. It is usually best to leave mortal affairs to mortals.
Demigods take half damage from heroes.
Demigods also experience a significant jump in at least some of their ability scores, and an improvement in what dice they roll for ordinary checks.
This is not a level of play, but represents the power tier of Gods or God-like creatures. Lesser beings of all sorts worship these characters or at least recognize their massive capabilities.