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Rule of Three finally addresses an important epic tier question!
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<blockquote data-quote="Upper_Krust" data-source="post: 5515747" data-attributes="member: 326"><p>Ahoy there kaomera! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p> </p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Okay, a good part of the reason S'mon's campaign worked at high levels was because of the Worship Points System we used (and I adapted for 3E in the Immortals Handbook: Ascension).</p><p></p><p>In a nutshell, via deeds and events a character would gain worshippers. Enough worship became divinity. The beauty of that simple system is manifold:</p><p></p><p>1. Politics mattered and the repercussions of events are easy for the DM to integrate.</p><p>2. No matter how powerful the PCs, the DM can still hurt them...by hurting their worshippers. </p><p>3. It makes PCs think proactively (which is key at epic levels) and drive the game on.</p><p>4. Cold War syndrome. Playing a god is like having nukes. But you then realise that every side has its own nukes. Plus if you use your 'nukes' first, the international community (ie. in this case all the Pantheons) will not help you.</p><p>5. Failure is not game over. With this system, you can lose without dying.</p><p>6. Play as the mortals. We would often have various interludes whereby the god would 'take over' playing one of their mortal worshippers to stop something the god could not directly interfere in. This was always a great change of pace and gave the player more empathy for the 'little people'.</p><p></p><p></p><p></p><p>This is exactly how our game played out. Before you could do 'C' you needed to do 'A' and 'B'. Each was probably no more than 2-3 encounters.</p><p></p><p></p><p></p><p>One possible solution is (what I call) rank scaling. </p><p></p><p>Balor = L27 Elite</p><p></p><p>but also...Level 22 Solo, Level 31 Standard, Level 39 Minion.</p><p></p><p>- A single Balor might rule one of Orcus' smaller outposts (solo version)</p><p>- Whereas in his important cities, a Balor might be the henchman to the real ruler; as with Doresain in the Kingdom of the Ghouls (typical elite version)</p><p>- Yet in Orcus' Palace numbers of Balor's might act as guards (standard version)</p><p></p><p>Of course that means having multiple stat-blocks for the same monsters.</p><p></p><p></p><p></p><p>You're welcome.</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 5515747, member: 326"] Ahoy there kaomera! :) ;) Okay, a good part of the reason S'mon's campaign worked at high levels was because of the Worship Points System we used (and I adapted for 3E in the Immortals Handbook: Ascension). In a nutshell, via deeds and events a character would gain worshippers. Enough worship became divinity. The beauty of that simple system is manifold: 1. Politics mattered and the repercussions of events are easy for the DM to integrate. 2. No matter how powerful the PCs, the DM can still hurt them...by hurting their worshippers. 3. It makes PCs think proactively (which is key at epic levels) and drive the game on. 4. Cold War syndrome. Playing a god is like having nukes. But you then realise that every side has its own nukes. Plus if you use your 'nukes' first, the international community (ie. in this case all the Pantheons) will not help you. 5. Failure is not game over. With this system, you can lose without dying. 6. Play as the mortals. We would often have various interludes whereby the god would 'take over' playing one of their mortal worshippers to stop something the god could not directly interfere in. This was always a great change of pace and gave the player more empathy for the 'little people'. This is exactly how our game played out. Before you could do 'C' you needed to do 'A' and 'B'. Each was probably no more than 2-3 encounters. One possible solution is (what I call) rank scaling. Balor = L27 Elite but also...Level 22 Solo, Level 31 Standard, Level 39 Minion. - A single Balor might rule one of Orcus' smaller outposts (solo version) - Whereas in his important cities, a Balor might be the henchman to the real ruler; as with Doresain in the Kingdom of the Ghouls (typical elite version) - Yet in Orcus' Palace numbers of Balor's might act as guards (standard version) Of course that means having multiple stat-blocks for the same monsters. You're welcome. [/QUOTE]
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Rule of Three finally addresses an important epic tier question!
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