Hey there Halivar!
Halivar said:
We had a fairly successful "gods" campaign in 3.5E using the divine ranks rule back in they day. By player request, I will be running a 4E version of this campaign.
Basic premise:
The gods are dead or fled. The world is in ruins. The players are at max level, and must fill the void. They will grow in divine power as the campaign progresses, and they define the shape of the new pantheon and the rebuilt world.
Cool.
Now, 3E had a fairly robust ruleset for gods and demigods,
If robust = terrible, then I agree.
I suggest checking out the
Immortals Handbook: Ascension pdf for how divinity should have been handled in 3E...and yes that is blowing my own trumpet.
but I am tearing my hair out trying to port it. The differing design philosophies between 3E and 4E are making it more effort than just creating something whole cloth.
I have contemplated creating an Immortal Tier (31-40) for 4th Edition but the way the PC classes in 4E are designed its simply too much work*. Add in the fact that there are now some 30 or so classes and it'll be a complete 'mare' to design.
*I'm actively looking at ways to shrink the 4E PC classes to a manageable 2-page format.
Revised 4E Fighter Eternity Publishing
Revised 4E Wizard Class Eternity Publishing
So, divine ranks. How do they work? What should they do? I'm trying to make something consistent with 4E's design, and would appreciate some input.
Well, my plan for the 4E Immortal Tier was to:
1. Continue the classes up to Level 40 (Everyone I talked to said if you are going to do it, extend the classes).
2. Have Portfolio Paths replace Paragon Paths.
3. Level Advancement would no longer be from EXP, but instead from Quintessence (Preferably from Worship) - as per the Ascension 3E pdf.
4. Divine Abilities replace feats (each divine ability is worth 2 feats, so instead of gaining a feat you would trade one of your existing feats for a divine ability). This way you keep the number of feats/abilities down to manageable levels.
So rather than add divine ranks onto levels, the new tier would, in effect, be for divine characters only. Each level-up being a level in 'immortal' and thus divine rank templates were irrelevant.
The problems I faced were:
- The current epic tier is so lacklustre that I doubted few would want to play through it to get to an immortal tier.
- The way the classes are built in 4E sucks. Its so space intensive as to require too much work.
- Each portfolio path needed to be built for every class type (controller, defender, leader, striker).
- There are very few Level 30+ monsters (and most are BBEGs anyway) that you'd need to design about 100 new monsters just to make the tier diverse and interesting enough.
- At the epic tier (and thus above as well), the PCs are effectively twice as powerful as in the heroic tier when compared to same level monsters. So an elite monster in the epic tier is about as effective as a standard monster in the heroic tier. This needs taking into account when building encounters.
So proper 4E Immortals would be so tricky that I have probably resigned myself to working on some epic tier pdfs. The 4E system itself is fantastic, but extending the PC classes (in their current format) into another tier would require hundreds of pages of material.