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4th Edition and the Immortals Handbook
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<blockquote data-quote="Upper_Krust" data-source="post: 3796038" data-attributes="member: 326"><p>Hey jedirious mate! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Theres no reason why that needs to be a feature of the game, and even if it is a feature its easily worked around.</p><p></p><p>1. Any being advancing to sidereal status unwittingly allows an imprisoned sidereal (of opposed alignment/idealogy) freedom. </p><p></p><p></p><p></p><p>Yes and in so doing we saw why it wasn't necessarily as good an idea as we first envisioned.</p><p></p><p>Incidently, I did some extrapolation last night and it looks as though the best format for 4th Edition is to have each immortal level (assuming a maximum of 30) worth 3 mortal levels (this is a simplification of the exact math which suggests 2:1 (hero/quasi-deities), 3:1 (demi/lesser deities), 4:1 (inter/greater deities).</p><p></p><p>Now, lets say we were to allow unlimited mortal advancement, so you can have 100th-level Wizards and so forth. What this means (as well as having to fill in all those blank levels) is that we must use the same format for immortal levels. So a 100th-level Wizard will be equal to an ECL 100 Immortal.</p><p></p><p>The problem, as we have seen, with this approach is going to be the math escaping the d20 far too quickly and easily.</p><p></p><p>My proposed solution is to make much of this additional power go 'sideways' rather than merely 'up'.</p><p></p><p>e.g. Instead of 100 Hit Dice for Intermediate Deities, they instead have between 51-55 Hit Dice (30 of those from mortal classes or outsider Hit Dice).</p><p></p><p>Now you can say, well wait a moment, don't your IH rules use templates to keep Hit Dice down!? Yes, but firstly that doesn't solve the problem inherant in epic levels and secondly, those immortals still gain a divine bonus to compensate for much of that.</p><p></p><p>If we remove the ability for mortals to transcend 30th-level then we don't really need a divine bonus, because (the immortal) level itself will become the divine rank.</p><p></p><p>Likewise, we can keep the Hit Dice relatively low, which in turn keeps much of the math as low as possible. Expanding the window of interaction further. So even though a Greater Deity may be twice as powerful as an Intermediate Deity the base math* is lessened to the point where its not statistically obsolete. </p><p></p><p>*and with the base math sorted we only have to worry about controlling things like allowing too many magic items, multiple buffs and multiple modifiers to the same die roll. Reading between the lines, 4th edition looks like its trying to tackle each of these issues already.</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 3796038, member: 326"] Hey jedirious mate! :) Theres no reason why that needs to be a feature of the game, and even if it is a feature its easily worked around. 1. Any being advancing to sidereal status unwittingly allows an imprisoned sidereal (of opposed alignment/idealogy) freedom. Yes and in so doing we saw why it wasn't necessarily as good an idea as we first envisioned. Incidently, I did some extrapolation last night and it looks as though the best format for 4th Edition is to have each immortal level (assuming a maximum of 30) worth 3 mortal levels (this is a simplification of the exact math which suggests 2:1 (hero/quasi-deities), 3:1 (demi/lesser deities), 4:1 (inter/greater deities). Now, lets say we were to allow unlimited mortal advancement, so you can have 100th-level Wizards and so forth. What this means (as well as having to fill in all those blank levels) is that we must use the same format for immortal levels. So a 100th-level Wizard will be equal to an ECL 100 Immortal. The problem, as we have seen, with this approach is going to be the math escaping the d20 far too quickly and easily. My proposed solution is to make much of this additional power go 'sideways' rather than merely 'up'. e.g. Instead of 100 Hit Dice for Intermediate Deities, they instead have between 51-55 Hit Dice (30 of those from mortal classes or outsider Hit Dice). Now you can say, well wait a moment, don't your IH rules use templates to keep Hit Dice down!? Yes, but firstly that doesn't solve the problem inherant in epic levels and secondly, those immortals still gain a divine bonus to compensate for much of that. If we remove the ability for mortals to transcend 30th-level then we don't really need a divine bonus, because (the immortal) level itself will become the divine rank. Likewise, we can keep the Hit Dice relatively low, which in turn keeps much of the math as low as possible. Expanding the window of interaction further. So even though a Greater Deity may be twice as powerful as an Intermediate Deity the base math* is lessened to the point where its not statistically obsolete. *and with the base math sorted we only have to worry about controlling things like allowing too many magic items, multiple buffs and multiple modifiers to the same die roll. Reading between the lines, 4th edition looks like its trying to tackle each of these issues already. [/QUOTE]
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