Ltheb Silverfrond
Explorer
U_K!
Also, I think perhaps you should add Divine rank to HD to determine damage done.
EX: A Level 1 timelord (Absurd, but this is an example) Will only throw one die of damage, while a level 50 Demigod throws about 25 or so. (Though the timelord's single die is average 550 some damage
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I always thought your tiers for divine blast went: Divine: as normal~, Cosmic: d100, Transcendant: d1000, Omnific: OMG.
The scaling you list in ascension is pretty nice too, but with the rapid increase in HP from gods due to high con and HD, plus all sorts of ways to recover said HP, it may not be possible to kill them (Nexus dragons don't deal much damage, though the damage is the least of your worries)
Best bet balance wise would be to roll up about 10 or so sample gods, and see just how much divine blast should play into depleting their HP.
As for blast addatives: I don't think they will be *Too* broken, as you are spending divine slots you could use to improve other areas. With really strong powers like Learned ability Immunity (does this apply to powers, or ability scores?) their uber-galaxy-crush-beam would be nasty. Once.
As a side note, if Learned Ability Immunity is what I think it is (Immunity to powers) This becomes really cheap endgame (endgame meaning Sidereal+) as it forces a standstill once both partys are immune to the other.
I think the balance problem lies in that such damage (12d3? 6d6?) is such a pitiful pinprick to most gods, its not worth taking. Granted, I think the energy one is fine, damage wise, since you *could* be immune to them. (and if you nullify absolutes, making immunity = resist 50/100/150, these are fine, since they hurt)Upper_Krust said:The average Divine Blast in D&Dg dealt 17d12 damage which is 110 average. I always considered that equivalent to a cosmic ability (although back when a cosmic ability equalled 4 divine abilities, not 6 like now).
My divine Blast allows you to deal 12d3 (average 18), which is a massive step down.
I agree with you about the d3 to d6/2 change.
My cosmic blast deals an average 126 (12d20), so even though I know I have the balance more or less right, it still looks a bit limp as a diivine ability.
I'm also worried about those additive powers, they are a touch complicated to balance.
Also, I think perhaps you should add Divine rank to HD to determine damage done.
EX: A Level 1 timelord (Absurd, but this is an example) Will only throw one die of damage, while a level 50 Demigod throws about 25 or so. (Though the timelord's single die is average 550 some damage

I always thought your tiers for divine blast went: Divine: as normal~, Cosmic: d100, Transcendant: d1000, Omnific: OMG.
The scaling you list in ascension is pretty nice too, but with the rapid increase in HP from gods due to high con and HD, plus all sorts of ways to recover said HP, it may not be possible to kill them (Nexus dragons don't deal much damage, though the damage is the least of your worries)
Best bet balance wise would be to roll up about 10 or so sample gods, and see just how much divine blast should play into depleting their HP.
As for blast addatives: I don't think they will be *Too* broken, as you are spending divine slots you could use to improve other areas. With really strong powers like Learned ability Immunity (does this apply to powers, or ability scores?) their uber-galaxy-crush-beam would be nasty. Once.
As a side note, if Learned Ability Immunity is what I think it is (Immunity to powers) This becomes really cheap endgame (endgame meaning Sidereal+) as it forces a standstill once both partys are immune to the other.
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