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Immortals Handbook - Ascension Discussion
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<blockquote data-quote="paradox42" data-source="post: 4122548" data-attributes="member: 29746"><p>I'll take a crack at these as well, at least in the way of making suggestions based on my own game. Having been one of the original Beta signups I've got every version stashed away on my hard drive and have been using the rules in my own game as soon as they became both relevant and available. So this is a voice of experience talking. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p>This is one of the most significant deviations the IH makes from the normal rules, and it's a whopper because all deities listed in the actual PHB and other printed books (to say nothing of the SRD) list at least four Domains. I solved it this way: a deity is allowed to gain what my game calls a "secondary Portfolio," which means the deity can use the Domain spells as spell-like abilities (or psi-like under appropriate circumstances), and can grant the Domain to Clerics, but doesn't get any other Portfolio powers (including the weaknesses). This is what happens if the deity fulfills a Portfolio Trial quest without having the "ability slots" necessary to take the Extra Portfolio Cosmic Ability. I say "ability slots" specifically, because depending on how you interpret the rules of how abilities are gained, you might allow a deity to spend six feat slots to gain a Divine ability, or even six Divine ability slots to gain a Cosmic- so that Extra Portfolio could potentially be gained by using six Divine slots or 36 feats.</p><p></p><p>Essentially, the universe notices the attempt to gain new power/influence over reality, but doesn't consider the Immortal "ready" for the full stuff and thus doesn't grant the full suite of abilities. It allows the deity to expand apparent influence for the mortal worshipers beyond merely two areas, without having to go through the process of gaining six divine ranks (or enough levels/HD to get 36 open feat slots) before being allowed to do that. This frees the DM up to assume that existing deities have undergone precisely this sort of "secondary Portfolio quest" to get the extra Domains they have, while making extra adventure fodder for PCs who ascend in a high-level game. The one catch with this method is, it clearly makes the Immortal more powerful, but it's not clear how much it should be worth in terms of ECL or CR.</p><p></p><p></p><p>Krust usually advocates using those rules (in particular the four-item limit) at all Epic levels, or even just high levels. Each individual DM should come up with a solution that works in his or her own games, IMO.</p><p></p><p></p><p>In addition to Alzrius's helpful file and link, I'll mention that early versions of the Beta file had what will someday become Gods & Monsters as an appendix to Ascension, so those of us who have the early Beta files still have those writeups. They went from Disciple all the way up to Old One, eventually, though the Elder One (Surtur, which you presumably already saw thanks to Alzrius) and Old One (Algol, the Demon Star) were never fully completed before he took out the Appendix in favor of making a new book. With Upper_Krust's permission, you might be able to get an excerpted copy of that Appendix from somebody who has it, or an early Beta file. Possibly even from Krusty himself.</p><p></p><p></p><p>Yeah, Tenth Sense is always a popular one and good for generating conversation. Plenty of conversations have been had about that and other Omnific abilities in other threads.</p><p></p><p></p><p></p><p>But on the topic of powerful abilities, now that Ascension is nearly complete, I have one of my own for U_K: what exactly did the Metempiric Abilities do? I'm finding it difficult to picture what could be so powerful as to require six Omnific ability slots to acquire, myself, given what you can do with just one. Would you mind posting a list, even if it's just in brainstorm form?</p></blockquote><p></p>
[QUOTE="paradox42, post: 4122548, member: 29746"] I'll take a crack at these as well, at least in the way of making suggestions based on my own game. Having been one of the original Beta signups I've got every version stashed away on my hard drive and have been using the rules in my own game as soon as they became both relevant and available. So this is a voice of experience talking. :) This is one of the most significant deviations the IH makes from the normal rules, and it's a whopper because all deities listed in the actual PHB and other printed books (to say nothing of the SRD) list at least four Domains. I solved it this way: a deity is allowed to gain what my game calls a "secondary Portfolio," which means the deity can use the Domain spells as spell-like abilities (or psi-like under appropriate circumstances), and can grant the Domain to Clerics, but doesn't get any other Portfolio powers (including the weaknesses). This is what happens if the deity fulfills a Portfolio Trial quest without having the "ability slots" necessary to take the Extra Portfolio Cosmic Ability. I say "ability slots" specifically, because depending on how you interpret the rules of how abilities are gained, you might allow a deity to spend six feat slots to gain a Divine ability, or even six Divine ability slots to gain a Cosmic- so that Extra Portfolio could potentially be gained by using six Divine slots or 36 feats. Essentially, the universe notices the attempt to gain new power/influence over reality, but doesn't consider the Immortal "ready" for the full stuff and thus doesn't grant the full suite of abilities. It allows the deity to expand apparent influence for the mortal worshipers beyond merely two areas, without having to go through the process of gaining six divine ranks (or enough levels/HD to get 36 open feat slots) before being allowed to do that. This frees the DM up to assume that existing deities have undergone precisely this sort of "secondary Portfolio quest" to get the extra Domains they have, while making extra adventure fodder for PCs who ascend in a high-level game. The one catch with this method is, it clearly makes the Immortal more powerful, but it's not clear how much it should be worth in terms of ECL or CR. Krust usually advocates using those rules (in particular the four-item limit) at all Epic levels, or even just high levels. Each individual DM should come up with a solution that works in his or her own games, IMO. In addition to Alzrius's helpful file and link, I'll mention that early versions of the Beta file had what will someday become Gods & Monsters as an appendix to Ascension, so those of us who have the early Beta files still have those writeups. They went from Disciple all the way up to Old One, eventually, though the Elder One (Surtur, which you presumably already saw thanks to Alzrius) and Old One (Algol, the Demon Star) were never fully completed before he took out the Appendix in favor of making a new book. With Upper_Krust's permission, you might be able to get an excerpted copy of that Appendix from somebody who has it, or an early Beta file. Possibly even from Krusty himself. Yeah, Tenth Sense is always a popular one and good for generating conversation. Plenty of conversations have been had about that and other Omnific abilities in other threads. But on the topic of powerful abilities, now that Ascension is nearly complete, I have one of my own for U_K: what exactly did the Metempiric Abilities do? I'm finding it difficult to picture what could be so powerful as to require six Omnific ability slots to acquire, myself, given what you can do with just one. Would you mind posting a list, even if it's just in brainstorm form? [/QUOTE]
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