Deities & Demigods continued

While I was thinking about the current D&Dg rules, its use as an almost purely strategic game did occur to me. I agree that you could have fun with "I Win, You Lose" abilities and the attempts to get around that. I think that the game that would result would be much more of a "storytelling" game, though, in which each side attempts to justify circumstance bonuses to the DM. You could see each adventure revolving around attempts by each diety to obtain various McGuffins of Power and such that would give them the certain edge against an opponent.

While this could certainly be fun, it would also be a major departure from the traditional D&D style. While this isn't necessarily a bad thing (I enjoy a number of diceless systems), I think that many players of D&D are going to find such a system unappealing.
 

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Hi Kalanyr mate! :)

Kalanyr said:
Actually I think the overwhelming urge to use Anti-Magic is why officially any creature at or above Demigod status is immune to it.

If this is the official position then it is ludicrous!

Kalanyr said:
Another possible reason is that divine fighters benefit from maximum hit points more than divine spellcasters do, and since a fighter god could get Antimagic Field easily enough, I think the real use of divine antimagic immunity is to even the playing field for spellcasting dieties verse the "I'm gonna punch your head in" diety. A god of battle should not instantly be guaranteed of victory over a spellcaster because of antimagic. IMHO, It gets kinda ludicrous if Mr Demigod of Skirmishes Fighter 20/Barbarian 20 drops Antimagic Field (from an item or a domain spell) on Greater God of Magic Wizard 40 and is henceforth guaranteed of beating him to a pulp.

1. This is one reason why the majority of gods multiclass.

2. Divine combat is an extension of mortal combat. If the Wizard God lets the Fighter God get close then he deserves what he gets!

3. The Wizard God can always evade the anti-magic (fly etc.), or retreat from the anti-magic (taking attacks of opportunity most likely).

4. There are spells that bypass anti-magic (eg. earthquake; telekinesis - indirectly) but you can't activate them within anti-magic.
 

Re: Perhaps...

Hi jasamcarl mate! :)

jasamcarl said:
As UK pointed out, perhaps these gods would be more PLAYABLE within an Epic context.

Totally.

jasamcarl said:
The more i hear of the book, the closer i come to the conclusion that the design goal was to craft a system that would be essentialy a DMs aide with the core rules, but which could be extrapolated into a playable form with the forthcoming Epic level handbook. The epic multiclassing that these gods utilize emphasizes versatility (always a good thing for NPCs) while if they were single classed, raw power would be their forte (better for the 'adventuring' diety). Subtle choice.....

Perhaps this in itself is indicative of the meagre Divine Ascension/PCs as Deities (or simply wielding such levels of power) rules presented in D&Dg!? I am sure the ELH will address these problems head on.

I can remember WotC staff mentioning (in reference to the ELH advice) that Anti-magic is akin to kryptonite for high-level characters.
 

Hi there! :)

Arani Korden said:
After considering it for a while, I really don't have a problem with that. A game played at the Greater God level would basically involve jockeying for circumstance bonuses rather than simply hoping the dice are on your side. Amber and Nobilis, both dedicated "god games", work in essentially the same fashion.

Absolutely! As I mentioned, deities will always try to maneouver a situation to their advantage and to their opponents disadvantage - something that is simply an amplification of mortal tactics.

Only in battles between opponents of relatively similar power and direction (classes) could elements of luck be a factor (eg. critical hits in battles between Warrior Gods could sway things).
 

I'm not sure if anyone has mentioned this in any of the threads, but is anyone considering the deific alliances? To use something from the Forgotten Realms (sorry to the Realms haters, but I'm more familiar with FR), Torm (who, I believe, is a Lesser God on his way to becoming an intermediate god) should be dead meat in his conflicts with Bane and Cyric. However, Torm isn't alone. He's part of the Triad, with Tyr (Greater God) and Ilmater (Intermediate God). He's also on shaky terms with Helm (Intermediate God).

Think of it as brinkmanship. You stand up to your opponents, hoping they won't go over the line, and hoping that your team will back you up.
 

Hi Rook! :)

Rook said:
While I was thinking about the current D&Dg rules, its use as an almost purely strategic game did occur to me. I agree that you could have fun with "I Win, You Lose" abilities and the attempts to get around that.

As one of the few people that has been involved in a lot of Divine Combat you always seek to 'stack the deck' in your favour. Almost never is Deity vs. Deity combat to the finish. One or the other will almost inevitably know after the opening round (or even before - divine reputation proceeds you) who is going to win (obviously factors can influence this).

The best method I have found is lulling deities into a false sense of security.

eg.
My characters only ever (permanent) divine kill (in over a decade of roleplaying a deity); vs. the Babylonian Devil God Druaga, was born out of necessity and good planning. Druaga, a hated nemesis for many years (in real time); centuries in game time (ever since our high-level character party had banished him years ago), was on the verge of becoming a Greater God because of certain fatalities within the hierarchy of the Babylonian Pantheon (at the hands of the alien psionicist wizard Doomstar). With the power he would gain (an Empire of millions) Druaga would crush my worship on the same planet (a few hundred thousand) which represented the bulk of my followers.

Both deities were effectively Warrior Gods. In a versus duel Druaga was clearly the stronger whereas my character had the better defense. I had shyed away from a personal confrontation in the past because I knew I would get creamed in an anti-magic battle - Druaga would almost certainly use anti-magic to avoid my weapons sharpness effect. The 'sting' occured when I managed to procure some Scale mail made from a Great Wyrm Red Dragon (if you remember in previous editions this was incredible stuff). This meant I had a good enough defense in anti-magic to give Druaga a chance of missing on something other than a '1'. On paper it looked as though Druaga would miss once per round on average - it had to be enough. If he scored more critical hits* I was dead, but I judged I at least had a 60% chance of success and went for it; assaulting his Great Fane under the Empires capital city.

Taking direct action against his followers gave him carte blanche to intervene with everything at his disposal. Aided by a Solar (an ally, not a servant, boosted slightly by a few magic items) we entered the Great Fane cleaving through the perimeter defenses without pause. Reaching the Inner Sanctum we were sure this was where Druaga would make his stand; we saw the entire High Priest hierarchy and Guards along with Druaga's elite guard a full panoply of Pit Fiends (20) and Ice Devils/Gelugons (20) (all 2nd Ed. max. hp) behind which Druaga stood waiting. All hasted. The rest is history! ;)

*In our campaign (before 3rd Ed.) a natural 20 meant double damage.

Without doubt, Sun Tzu summed it up best: "Know your enemy and know yourself and you will never be defeated in a hundred battles"

Rook said:
I think that the game that would result would be much more of a "storytelling" game, though, in which each side attempts to justify circumstance bonuses to the DM.

Thereby promoting roleplaying above combat.

Rook said:
You could see each adventure revolving around attempts by each diety to obtain various McGuffins of Power and such that would give them the certain edge against an opponent.

Absolutely! (see above)

The difference of Druaga hitting on a '5' instead of a '2' in an anti-magic shell made all the difference in what was a live or die situation anyway. The tiniest advantage made all the difference in a combat that still hung on a knife edge (or should that be sword edge ;) )

Rook said:
While this could certainly be fun, it would also be a major departure from the traditional D&D style. While this isn't necessarily a bad thing (I enjoy a number of diceless systems), I think that many players of D&D are going to find such a system unappealing.

Such high level machinations, used sparingly are very exciting (so much is at stake!)

As deities advance in power actual physical interaction becomes less and less likely. More and more, politics will play an increasingly important role and objectives are undertaken by servants and followers.
 

Re: Re: 1/2 Celestial Character Ascension

Heretic Apostate said:

The question is (and I don't have my books with me, sorry), does 1/2 celestial turn you into an outsider or a "native" outsider? A native outsider has all the benefits and penalties from being an outsider, but since you're native to the material plane, you can be brought back from the dead. (20th-level monks become native outsiders, for instance.)

Considering that the term "native outsider" is a term we invented for FR (and then unofficially applied it to the Mnk20 ability), only the FR native outsider races and the Mnk20 are native outsiders, all other outsiders are regular outsiders.
 

I need help. 20 Hit Die (Outsider) + 20 Lv (Monk) + Divine Rank 1 has an Unarmed BAB of what?

<EDIT> Forgot to mention that he also has the Divine Monk SDA.
 
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Hi Buddha! :)

I got your email by the way. ;)

Buddha the DM said:
I need help. 20 Hit Die (Outsider) + 20 Lv (Monk) + Divine Rank 1 has an Unarmed BAB of what?

After the first 20 total levels, BAB scales +1/2 levels (as per a wizard) for ALL characters.

20 HD Outsider = +20
20th-level Monk = +10
Divine Rank 1 = +1

BAB: +31/+26/+21/+16 (armed)
BAB: +31/+28/+25/+22/+19* (unarmed)

*I think (see below).

The BAB you have at 20th-level 'fixes' the number of attacks you have (permanently) - however, that said, perhaps a (20th-level) monk would still gain 5/round since Monk unarmed BAB works differently..?

Buddha the DM said:
<EDIT> Forgot to mention that he also has the Divine Monk SDA.

Well I still don't have the book - so I don't know what this does! :(
 


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