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<blockquote data-quote="uzirath" data-source="post: 7596598" data-attributes="member: 8495"><p>Most versions of D&D don't, by default, have much emphasis on weaknesses and vulnerabilities beyond those imposed by the basic character class structure. In many mythologies, gods have significant blind spots that define them as characters. Often these elements are exaggerated just like their powers: they have all the qualities of mortals writ large. Dedicated superhero games might handle this better since most heroes have distinct weaknesses. I would also go for a system without XP. As with supers, it doesn't really make sense for gods to "level up." Rather, their powers might wax and wane depending on in-game factors. </p><p></p><p>Beyond some of the mechanics, though, I would imagine a Living Gods campaign would share elements with epic level D&D. (I wouldn't want as much focus on dozens of specific spells. Broader powers and abilities related to the god's portfolio would make more sense.) But adventures could easily involve fighting other gods, foiling their diabolical plans, jumping to other planes or dimensions, locating obscure artifacts, fulfilling ancient prophecies, and similar tropes.</p></blockquote><p></p>
[QUOTE="uzirath, post: 7596598, member: 8495"] Most versions of D&D don't, by default, have much emphasis on weaknesses and vulnerabilities beyond those imposed by the basic character class structure. In many mythologies, gods have significant blind spots that define them as characters. Often these elements are exaggerated just like their powers: they have all the qualities of mortals writ large. Dedicated superhero games might handle this better since most heroes have distinct weaknesses. I would also go for a system without XP. As with supers, it doesn't really make sense for gods to "level up." Rather, their powers might wax and wane depending on in-game factors. Beyond some of the mechanics, though, I would imagine a Living Gods campaign would share elements with epic level D&D. (I wouldn't want as much focus on dozens of specific spells. Broader powers and abilities related to the god's portfolio would make more sense.) But adventures could easily involve fighting other gods, foiling their diabolical plans, jumping to other planes or dimensions, locating obscure artifacts, fulfilling ancient prophecies, and similar tropes. [/QUOTE]
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