kaomera said:
Ahoy there kaomera!
All good ideas (ok, Orcus turning Demogorgon's severed head into a demi-lich is straight-up better than good...),
but if I'm going to meet the players' expectations (and the expectations that the game has suggested to them, IMO) then it just amounts to "punch Demogorgon in the face, adventures fall out". And that's cool, players like adventures - they may expect a magic item or three to also fall out, but regardless they'll be happy to have the adventures. If you try and make any of this stuff an actual problem without an easy solution (which in 4e basically means punching more stuff in the face), you run into problems. I feel like 4e leads players to believe that things should get easier and more convenient for their characters as they gain levels (after all, that's what being more powerful is about, right? Oh, that's a fantasy? Well, D&D is fantasy...)
Okay, a good part of the reason S'mon's campaign worked at high levels was because of the Worship Points System we used (and I adapted for 3E in the Immortals Handbook: Ascension).
In a nutshell, via deeds and events a character would gain worshippers. Enough worship became divinity. The beauty of that simple system is manifold:
1. Politics mattered and the repercussions of events are easy for the DM to integrate.
2. No matter how powerful the PCs, the DM can still hurt them...by hurting their worshippers.
3. It makes PCs think proactively (which is key at epic levels) and drive the game on.
4. Cold War syndrome. Playing a god is like having nukes. But you then realise that every side has its own nukes. Plus if you use your 'nukes' first, the international community (ie. in this case all the Pantheons) will not help you.
5. Failure is not game over. With this system, you can lose without dying.
6. Play as the mortals. We would often have various interludes whereby the god would 'take over' playing one of their mortal worshippers to stop something the god could not directly interfere in. This was always a great change of pace and gave the player more empathy for the 'little people'.
See, what I'd think of as good epic play (and what, for me, would match up a lot more with the "source material") would be a small number of really big, cataclysmic fights; and not only dealing with the fallout afterward but also needing to do stuff beforehand to set up for the fight. I'm talking about fights that the PCs absolutely have no hope of winning without raising an army, discovering the secret name, uncovering the lost relic, performing the ritual, etc. So, ideally (for me) several mini-adventures before they can even get to the real fight.
This is exactly how our game played out. Before you could do 'C' you needed to do 'A' and 'B'. Each was probably no more than 2-3 encounters.
And I absolutely agree that the way 4e scales, and everything that comes out of that and other issues as far as player expectations, is the big monkeywrench in that plan.
One possible solution is (what I call) rank scaling.
Balor = L27 Elite
but also...Level 22 Solo, Level 31 Standard, Level 39 Minion.
- A single Balor might rule one of Orcus' smaller outposts (solo version)
- Whereas in his important cities, a Balor might be the henchman to the real ruler; as with Doresain in the Kingdom of the Ghouls (typical elite version)
- Yet in Orcus' Palace numbers of Balor's might act as guards (standard version)
Of course that means having multiple stat-blocks for the same monsters.
I'll have to take a look at that, thanx for the link.
You're welcome.