Gods and Demon Lords, how do you handle them?

frankthedm said:
Most of my game's 'gods of evil' are Demon Princes and Lords of Hell. not all get listed off the bat, but the demon cults can get very sloppy and are well known. Evil Dragons can also be worshipped, not just Big Momma. The Tarrasque is worshipped by some deranged maniacs, though i won't say if the spells are coming from the big T or something else.

That is a very interesting way to do it, and I like it a lot. It does kinda make sense that powerful creatures like that would be worshipped. After all, Yeenoghu and the gnolls are a perfect example.
 

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I make my campaign with epic in mind from the ground up, so I have fiends and deities statted up in epic levels.

I figure, a Divine Rank already exists. Let's use it.

DR = CR for the Aspects
DR = CR +20 for the Avatars
DR = CR +40 for the True Forms

I don't ever really expect individual players to beat up the True Forms of Gods, but it's within the realm of possibility, and the can absolutely challenge some of the weaker Avatars by the time the campaign ends (and may be able to recruit powerful alleis to challenge the powerful ones, or even the True Forms).
 

My campaign is simple (I run an Arcana Unearthed/Evolved game, set in the Diamond Throne). For one thing, there are no gods. Most people think that either gods don't exist (they are just myths), or are just powerful beings (or powerful mythical beings... perhaps a powerful spellcaster from ages past that became legendary and the story grew).

There are powerful beings called "gods" by their worshippers, but they are no different from demon or devil lords in nature (or from celestial beings of similar status). They don't have the power to grant spells like in regular D&D but sometimes have the ability to grant special powers to individuals, and certainly can teach magic to their worshippers.

These beings can range in CR from mid to high level; the important factor is that there are no "generic" outsiders in my game. An ice devil is a powerful individual that could certainly be considered a "devil lord" according to mortal views; it wouldn't be some random ice devil but Chirikan Agath, Lord of the Frozen Pit, with the stats of a standard ice demon but with some customization, and it may have some cult of worshippers or servants.

My cosmology is less defined than in standard D&D; there is no specific "devil plane" etc. and planar travel is incredibly difficult (partly because I want the cosmology to be a mystery, but mostly because I'm not going to bother defining it until it actually becomes a factor to the players). Nor is there an alignment mechanic in AE, though demons/devils/fiends/whatever are certainly evil by any sane standard (i.e. they delight in causing pain and killing, seek to dominate and manipulate others, etc.)
 

The Serge: First off gotta say I'm a big fan of your work at dicefreaks. I just recently downloaded The Gates of Hell about a week ago, and love it. The amount of detail you guys put into all the players in Hell is amazing.

The Serge said:
Cosmic entities, our term for planar lords, run the gamut. The lowest official cosmic entity at Dicefreaks is Mormo (our King of Ghouls) who's currently a CR 20. They run all the way up to the mid 70s currently (unofficial as the current Demogorgon will be overhauled). Our philosophy is that gods and cosmic entities have to be roughly equal in order to share the planes of existence and, since we believe that there's no reason not to give gods stats there's no reason not to give cosmic entities stats. The two groups are roughly parallel in power in different ways, with many cosmic entities having signficantly higher HD, with portions of these purely outsider-based, and gods having class-based HD but a wider array of abilities and flexibility due to their SDAs and avatars.

I definitely agree here with balancing their powers to make a sensible cosmos. However, I'm not big on the 70's CRs, or anything that powerful. At that point it just seems to be a mathematical exercise IMO. I do realize that people play games going into the 50's for levels, so I can see the need for some.

We do not design our cosmology with the intent to allow PCs to fight gods or planar lords. Although we do not take the position that it can't and hasn't happened (point of fact is that it has happened in my campaign setting's history), our goal is not for PCs to fight gods and cosmic entities. Our goal is to create consistent cosmology using the (adjusted) rules to reflect most levels of power (we go up the greater god status and will probably never completely establish rules for overpowers and similar beings). So, while there are some quasigods, demigods, and low status cosmic entities once can fight in the lower epic ranges, it's unlikely that high epic PCs will reach the point to contest Demogorgon or Asmodeus. Indeed, Dicefreaks assumes that the highest potential for a mortal is 49th level (50th is reserved for truly unique mortals and typically those that have some spark of the divine or cosmic within them).

Agreed again for the most part. I assume that the highest mortal potential would be about level 35, but at that point they would be among some of the most powerful creatures in the planes. Though the PCs could potentially drop the Demogorgon or Asmodeus the possibility of them ever getting into that situation is very unlikely. There are after all, hordes of enemies to get through first.

Our philosophy is somewhat different. As described in The Gates of Hell (if you click on Hell in my signature below, it takes you to our nine chapters), gods represent ideals specific to a given culture, society, continent, or world (sometimes worlds). So, you may have a god of war in one part of a world that's committed to the fiery death of enemies and based upon the hatred and chaos of war while in another part of the world, the people worship a god of war that's purely neutral and amoral, interested only in combat.

The only problem I have with that is the sheer number of gods you'd end up with. Forgotten Realms already has enough gods that I cut half of them out. You say Kossuth and all the players give you blank looks...

At any rate, aspects of all I described are available in The Gates of Hell, various official threads at Dicefreaks, and will be expanded upon from a CE perspective in our upcoming release Horrors of The Abyss (which has been in the works long before we heard of WotC's Hordes of the Abyss.

Can't wait to see what you guys come up with in the Horrors of the Abyss.
 

lukelightning said:
My campaign is simple (I run an Arcana Unearthed/Evolved game, set in the Diamond Throne). For one thing, there are no gods. Most people think that either gods don't exist (they are just myths), or are just powerful beings (or powerful mythical beings... perhaps a powerful spellcaster from ages past that became legendary and the story grew).

There are powerful beings called "gods" by their worshippers, but they are no different from demon or devil lords in nature (or from celestial beings of similar status). They don't have the power to grant spells like in regular D&D but sometimes have the ability to grant special powers to individuals, and certainly can teach magic to their worshippers.

These beings can range in CR from mid to high level; the important factor is that there are no "generic" outsiders in my game. An ice devil is a powerful individual that could certainly be considered a "devil lord" according to mortal views; it wouldn't be some random ice devil but Chirikan Agath, Lord of the Frozen Pit, with the stats of a standard ice demon but with some customization, and it may have some cult of worshippers or servants.

Very interesting. I have a question, you have no generic outsiders in your game, do you use the same rule of thumb for most of the more powerful CR creatures in your world? I'm just wondering how you do high level campaigns, or if you play them at all for that matter. Do most of the encounters become mass battles with lower CR mooks?
 

Psion said:
IMC, when a deity creates an avatar, I have always had in my mind that they may create a 20th level character with divine rank 0. With additional avatar abilities, it might come to 24 or so.
Whoa. This is nearly identical to my view on avatars.

Divine avatars presented in this document* were created using the following rules:

All avatars are Large in size; their type is Outsider or Augmented Outsider, but they do not have any racial Hit Dice. As outsiders, they have darkvision 60 ft. and are proficient with all non-exotic weapons. Unlike other outsiders, avatars do not reform automatically on their home plane after a period of time; the deity must create the avatar anew.

All avatars have at least 20 class levels in classes most appropriate to the deity.

All avatars are quasi-deities (Divine Rank 0). As such, they have maximum hit points per hit die, a deflection bonus to AC equal to their Charisma bonus, Damage Reduction 10/epic, fire resistance 5, Spell Resistance 32, and are immortal.

All avatars have at least one power directly connected to their parent deity’s portfolio.

All avatars have a total of 144 points divided between their ability scores, plus 1 additional ability point per 4 character levels they posess, plus 6 additional ability points for every category above Demipower (150 for Lesser Powers, 156 for Intermediate Powers, and 162 for Greater Powers).

All avatars posess a replica of their deity’s signature weapon and a couple of other magic items (usually some sort of armor or shield). Upon an avatar’s destruction, the weapon disappears, but other items remain.

*Creature Compendium for my campaign.

I currently have four avatars statted out for use in the campaign, and they are as follows:

Helm (Fighter 12/Cleric 10, CR 19)
Lathander (Fighter 6/Cleric 6/Morninglord 10, CR 19)
Tempus (Fighter 22, CR 22)
Velsharoon (Lich Cleric 3/Necromancer 3/True Necromancer 14, CR 20)

The CRs are a result of eyeballing and ad hoc evaluation. For instance, Lathander has a lot of anti-undead powers (i.e. useless against an average D&D party), and he isn't as good at attacking as Tempus, nor as good at defending as Helm, though his spellcasting surpasses Helm's.
 

Bryan898 said:
Very interesting. I have a question, you have no generic outsiders in your game, do you use the same rule of thumb for most of the more powerful CR creatures in your world? I'm just wondering how you do high level campaigns, or if you play them at all for that matter. Do most of the encounters become mass battles with lower CR mooks?

The game is still low-level (the PCs are level 5). I try to treat all creatures as individuals (of course, this is impossible with the mooks). But Gorgog the Cyclops might not be the same as Meeg the Cyclops, even if their stats are the same (Gorgog is much more of a melee combatant, while likes to throw boulders). PCs making a knowledge (local) check could find this out from the townsfolk (or find out from some other resource) and make use of this info).

That being said, there is nothing wrong with generic out-of-the-box monsters; they just make the customized monsters more interesting.

I also take a free hand in altering monsters; the first monster the PCs fought was a unicorn (unicorns in my world aren't creatures of sweetness and light. They are murderous beasts that like to skewer animals and people with their horns and feast upon spoiled flesh... but they are protected by a powerful glamour that makes them seem beautiful and good so you have to make a will save to attack them).
 

Bryan898 said:
The Serge: First off gotta say I'm a big fan of your work at dicefreaks. I just recently downloaded The Gates of Hell about a week ago, and love it. The amount of detail you guys put into all the players in Hell is amazing.
Thank you very much! If we end up as a candidate, try to vote for The Gates of Hell during the Ennies.

I definitely agree here with balancing their powers to make a sensible cosmos. However, I'm not big on the 70's CRs, or anything that powerful. At that point it just seems to be a mathematical exercise IMO. I do realize that people play games going into the 50's for levels, so I can see the need for some.
Here's the ironic thing: I myself have never played a game past 30th level. It has nothing to do with the suggestion that games fall apart past a certain level (I don't believe they do, but that's a discussion for another time) but just a matter of getting bored with the same characters and wanting to try something different. The goal is somewhat of a "mathematical exercise" in that we want to see how different beings of a certain level measure up to each other. So, although I don't see all but the most powerful (40th level +) PCs with access to true artifacts and possibly cosmic or divine help, I do think it's important that one can compare gods and cosmic entities with each other. I see no reason not to have stats for these beings other than some claim to mystery... which to me is not related to stats as much as it's related to the quality of flavor and the storytelling abilities of a DM.

Agreed again for the most part. I assume that the highest mortal potential would be about level 35, but at that point they would be among some of the most powerful creatures in the planes. Though the PCs could potentially drop the Demogorgon or Asmodeus the possibility of them ever getting into that situation is very unlikely. There are after all, hordes of enemies to get through first.
Although Dicefreaks showcases many high level characters, the bulk of the important characters in The Godspell are between 10th and 20th level with the truly epic current characters topping out at 30th level. It's a matter of consistent progression that reveals the hows and whys of power.

And let me be clear: at Dicefreaks, it's recognized that a powerful character is anything over 9th level in most cosmologies. It's just that we see ourselves as filling/fixing a hole in the manner in which "official" divine and epic rules were created which means that a lot of effort goes into higher numbers.

The only problem I have with that is the sheer number of gods you'd end up with. Forgotten Realms already has enough gods that I cut half of them out. You say Kossuth and all the players give you blank looks...
This only occurs if one considers their world the only world in the universe. Dicefreaks takes a position akin to that established in Planescape: there are infinite worlds in the Mortal Coil (the prime material plane) just as there are infinite realms of possibility in the Elemental Planes (inner planes) and the Realms Beyond (outer planes).

Just as our own Earth has scores of divine pantheons, so too do other worlds (although in some cases, one or two come to dominate). Faerun also happens to have multiple pantheons last I checked.

And if I say Kossuth and players give me blank looks, great! That's just fuel for a campaign that focuses on the mystery of the King of Fire Elementals and his impact on a given world against the will of Malvolans, the Goddess of War and Fire in my world, showcasing how cosmic entities interact with gods. The Cosmos is huge and can easily accomodate multiple gods.

Can't wait to see what you guys come up with in the Horrors of the Abyss.
Thanks! We're shooting for a beta release of chapter one at month's end.
 

First, I don't use the great wheel. A mage could still use the great wheel to explain the various planes to people in layman's terms and be correct, but the gods do not live on the outer planes. All my homebrew campaign's dieties live on a spiritual twin plane of the material one and they are permananetly connected like the two sides of a coin. It is possible to travel from one to the other but it is usually dangerous and those going either way need to be cautious. These dieties are actual entities who can die although typically only at the hands of another diety in the spirtual plane. If they materialize on the mortal plane, they are typically of an epic level plus divine ranks, and open themselves up to being killed permanently evn by a mortal. Thus, most dieties operate only through clerics except in what may be the most dire or reckless of circumstance.

Similarly, demonlords and the like are probably of low to mid epic levels with divine ranks if they assume control of a plane. How one obtains contrl of a plane is dependant on the nature of the plane. Some may not have controlers. Even if they are the controlers of the plane, they may not be the highest CR on the plane and i don't see that as a problem even in CE planes. I'm sure Stalin, Hitler, and Pol Pot all had people working under them that cold have beat them in personal combat. If for not other reason than, some high CR entities will not want to put themselves in such a postion to become a target. Leadership of most planes, including the Abyss and Hells, is more a matter of orgnization, networking, deals, bribes, and alliances than personal combat. Those who can organize and command large groups of troops will over come those who canonly fight one other persna t a time. PCs will probably never enter into combat with such any more than the front line soldier would end up fighting Hitler during WW2.

CRs for all would probably be from 21-40. I have a 35 level lich which I find about ridiculous but needs about that many levels for him to have all the feats I want him to have and he is older than some of the gods in my homebrew. So seeing him equal to or even slightly greater than the major dieties on the mortal plane is not out of line.
 
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The problem with super uber mega mighty CR 77 demon lords is that despite all the effort you make in designing them you're aren't actually going to use them much. It's a philosophical question: If a demon lord is CR77 and nobody is around to kill it, does it actually have a CR? The vast majority of PCs are under level 20, and making a bunch of super monsters outside that range is a waste of space.

In sourcebooks such as the BoVD or the new demon one, I prefer to have CRs that get up to the mid 20's at most.
 

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