Well, as advance note I do not plan to be GM (too much on my plate) but just check is there interest for a game which is set to high power since beginning but not quite epic cheese yet.
Basic idea is that there are legendary monsters (both good and bad) which exists in generic fantasy world. Each monster grew to intense power levels during their deeds/legends which have become even myths in the world before overgod Ao (creator of all DnD universes) sealed them up to slumber but not destroyed. Then aeons later and after the prime time of each these monsters overgod Ao releases them to answer a threat which is tearing universe itself apart. Work as guardians for it's existence and only reward being that these legendary monsters are once again loose upon the world which remembers them only in legends.
Overall all chars are 12th level but they all get Paragon Creature
template for free and follow 'three path' gestalt system (but read how gestalt works in below). There could be other gestalts but none of them have three path system nor paragon template besides legendary monster PC's. Sources wise all 3.5 published sources would be allowed (plus some homebrew/house ruled stuff perhaps from my game
which make less wanted/used classes viable). Overall each PC as solo is CR 30 and so in short they get no XP at all from any encounters unless they are CR 30 or so beings.
Anyways stat gen all use 32 point buy (you get lots stat bonuses already so no complaints
). Paragon templates maxes all HD (plus adds +12 to each HD besides con bonus). We use pathfinder feat progression (so feat every odd level) and every 4th level get +1 to two stats added in (so +1 to Int and +1 to Str). Starting gold is only 200,000gp and only half of that sum is spend on a personal item (a item part of your legend/myth) and no money spend on tomes.
Now how gestalt works; there are several limitations on how you can build char and they go listed in below;
1) Cannot enter PrC which progress two careers (like mythich theurge) unless it happens inside single path.
2) One path must
contain a spellcasting class or class which provides supernatural or spell-alike abilities (or psionic powers). This present mystical might of the legendary monster.
3) One path must contain either full BAB or skill class (fighter vs rogue), this present physical might/skill of the legendary monster.
4) You can multiclass only in single path.
5) Any PrC's entered must be finished before taking new one and between all paths you can take only one PrC at the time in progression.
6) One path is devoted store any racial or inherited/gained HD + CR or LA with case of template. Nothing else. You can take only single
template besides inherited one (plus besides any racial/monster innate stuff).
Acceptable examples;Vampire King
Path 1: Dread Necromancer 9/Master Vampire 3 (mystical might)
Path 2: Warblade 12 (physical might)
Path 3: Vampire Lord (+11 LA) Aasimar (+1) (monster stuff)Mystic Guardian
Path 1: Sorcerer 5/Abjurant Champion 5/Eldricth Knight 2 (mystical might)
Path 2: Fighter 6/Ranger (non-spellcasting variant) 6 (physical might)
Path 3: Ogre Mage (5 HD + 7 LA)Kingmaker
Path 1: Bard 5/Druid 5/Fochlucan Lyrist 2 (mystical might)
Path 2: Ranger (non-spellcasting) 7/Initiate of the Bow 5 (physical might)
Path 3: Janni (6 HD + 5 LA)
Note; took IotB levels before taking levels in fochlucan lyrist in path 1.
Non-Acceptable Examples;Succubus Queen
Path 1: Rogue 2/Warlock 3/Ur-Priest 5/Hellfire Warlock 2 (Mystic Might)
Path 2: Paladin of Tyranny 5/Hexblade 4/Blackguard 3 (Physical Might)
Path 3: Succubus (6 HD + 6 LA)
Flaws: Is multiclassed more than in one path, has unfinished PrC before entering another PrC, has spellcasting more than in single path (paladin and hexblade both count for 'mystic power' paths as they have spellcasting powers). Also she progresses two PrC's in two different paths same time. Only okay is the race/monster choice.
Why these limits? To both help balance and also challenge creativity of players who are familiar with the system and curious to see what folks come up with. Overall it should give plenty of choices to go around but not go all out crazy. A 6th level divine or arcane spells is good sweet spot for legendary monsters as there should not be major game breakers there (if not count some race or template provided spell-alike abilities but those are few in number and limited daily use).
As said, not plan be GM but above is idea for potential GM who wants pick this up or likes it. Or we could have multiple GM game or try out a system where no one is GM and everything is determined by random dice roll (this idea has lurked in my mind long while now).