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<blockquote data-quote="Emerikol" data-source="post: 8270743" data-attributes="member: 6698278"><p>So I thought I'd post a thread about religions and Gods and innovative ways you've developed them for your campaigns. I got the idea chatting with Fenris in another thread.</p><p></p><p>So I am going to throw out some ideas but just know that I do things differently campaign to campaign. I like a lot of variety. One campaign I might have distant gods that can't really be met and in another they will appear and can be fought. </p><p></p><p>So I hope people will just post interesting things they've done with their gods and religions.</p><p></p><p>I will do my first post here but I might post something different again.</p><p></p><p>So this idea comes from the concept that Gods can me met and fought. But I want my gods to be too much for almost anyone including other lesser gods. So even a 20th level group is likely going to lose to one of my greater gods almost certainly but as the power level decreases they might have a chance.</p><p></p><p>So here are the attributes of my greater gods in one campaign (they have all these things in common)</p><p></p><p>Hit points: Tons. Maybe a couple thousand but at least a thousand. (Maybe a tough guy god has 2k but a weaker god would have 1k)</p><p>Attributes: Maxed out to whatever the max is in your world. 50 maybe?</p><p>Actions: They can take 6 simultaneous independent actions every turn</p><p>Powers: They can cast any cleric or magic user spell at will by thought so no VSM required with a single action.</p><p>Avatar: So unless they are on their home plane, their death just means they return to their home plane for 1000 years and their access to this plane is more limited. On their home plane they can be slain.</p><p></p><p>Any mind affecting spell only affects one of the six actions. So if you could dominate a greater god, only one action is yours and he can oppose any physical movement of the body with one of the other actions. So suicide via domination is not possible.</p><p></p><p>These gods likely also regenerate at a high rate but none of them wait that long as a full heal is one action away.</p><p></p><p>When using a gate-like power, their subordinates cannot refuse them and will come to their aid if on their home plane. I tend to make gods entering the prime more difficult so that may or may not work without fail. Typically if it's possible for a human then the god can do it as well at minimum. </p><p></p><p>For lesser beings, I dial down the hit points, attributes, and actions. At some point, I also make the spells at higher levels once per day.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 8270743, member: 6698278"] So I thought I'd post a thread about religions and Gods and innovative ways you've developed them for your campaigns. I got the idea chatting with Fenris in another thread. So I am going to throw out some ideas but just know that I do things differently campaign to campaign. I like a lot of variety. One campaign I might have distant gods that can't really be met and in another they will appear and can be fought. So I hope people will just post interesting things they've done with their gods and religions. I will do my first post here but I might post something different again. So this idea comes from the concept that Gods can me met and fought. But I want my gods to be too much for almost anyone including other lesser gods. So even a 20th level group is likely going to lose to one of my greater gods almost certainly but as the power level decreases they might have a chance. So here are the attributes of my greater gods in one campaign (they have all these things in common) Hit points: Tons. Maybe a couple thousand but at least a thousand. (Maybe a tough guy god has 2k but a weaker god would have 1k) Attributes: Maxed out to whatever the max is in your world. 50 maybe? Actions: They can take 6 simultaneous independent actions every turn Powers: They can cast any cleric or magic user spell at will by thought so no VSM required with a single action. Avatar: So unless they are on their home plane, their death just means they return to their home plane for 1000 years and their access to this plane is more limited. On their home plane they can be slain. Any mind affecting spell only affects one of the six actions. So if you could dominate a greater god, only one action is yours and he can oppose any physical movement of the body with one of the other actions. So suicide via domination is not possible. These gods likely also regenerate at a high rate but none of them wait that long as a full heal is one action away. When using a gate-like power, their subordinates cannot refuse them and will come to their aid if on their home plane. I tend to make gods entering the prime more difficult so that may or may not work without fail. Typically if it's possible for a human then the god can do it as well at minimum. For lesser beings, I dial down the hit points, attributes, and actions. At some point, I also make the spells at higher levels once per day. [/QUOTE]
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