DM_Blake
First Post
I voted for "Better Than" but it's not quite accurate for my campaign.
I use The Primal Order, a great little book that gives a whole new set of "Primal" powers that far transcend anything a mortal can ever do.
Examples:
Primal Blast: A bolt of pure primal power that automatically hits what it is aimed at. No save. No magic resistance. The only thing that can blcok a Primal Blast is a Primal Shield.
Primal Shield: Like a Globe of Invulnerability, but it is totally impervious to all magic and all non magic attacks. The only thing that can damage a Primal Shield is Primal Energy (such as with a Primal Blast).
Then gods are "statted" with a factor of how much primal energy they can throw around every day. Sure, gods don't need days, but games do, so there you have it.
For example, a major deity might have 10,000 daily points of Primal Energy, compared to a mortal human who has 0 points of Primal Energy, or a Demigod who might have 1,000 points.
A single point of Primal Energy is just a tiny spark to a god, enough to do 1d6 HP damage to a living mortal. A greater god could throw around bolts of energy that do hundreds or even thousands of d6 damage if they want. No save. No resistance.
In this kind of setting, gods can be killed, but only by depleting their Primal Base Energy (this is not their daily use energy, but it is a permanent base generated by things like followers, temples, domains they control, planes they control, etc.). So to kill a god, you have to deplete his followers, destroy his temples, take away his domains and planes. Once you do enough of that, his base Primal Energy is very low, which also limits his daily use. Then you blast away the rest of it using your own Primal Energy.
So only gods (or similar immortals) can kill gods.
This doesn't mean players cannot "Ascend" to divinity, and gain their own Primal Base and Primal Energy.
Such a new ascended godling is pretty puny compared to a fully grown god. Now the new godling should try to attract followers, build temples, claim a plane of existence as his own (clear out enemies, mold the plane to match his desires, etc.), and claim a domain of his own (Sun, fire, good, evil, magic, death, etc. - if some other entity has a claim on it, then you can't have it unless you take it away from him through a holy war). Claim more than one plane or domain - as many as you can get.
This all builds up your Primal Base and makes you a more powerful deity.
Campaigns at this level can be really fun. It makes godling players back to being little fish in a big divine pond, and everything starts over with new skills, new powers, new challenges.
But, no PC can kill a god. Can't even hurt him.
I think gods should be out of reach of mortals. Mortals have to transcent mortality to challenge even the weakest gods.
I use The Primal Order, a great little book that gives a whole new set of "Primal" powers that far transcend anything a mortal can ever do.
Examples:
Primal Blast: A bolt of pure primal power that automatically hits what it is aimed at. No save. No magic resistance. The only thing that can blcok a Primal Blast is a Primal Shield.
Primal Shield: Like a Globe of Invulnerability, but it is totally impervious to all magic and all non magic attacks. The only thing that can damage a Primal Shield is Primal Energy (such as with a Primal Blast).
Then gods are "statted" with a factor of how much primal energy they can throw around every day. Sure, gods don't need days, but games do, so there you have it.
For example, a major deity might have 10,000 daily points of Primal Energy, compared to a mortal human who has 0 points of Primal Energy, or a Demigod who might have 1,000 points.
A single point of Primal Energy is just a tiny spark to a god, enough to do 1d6 HP damage to a living mortal. A greater god could throw around bolts of energy that do hundreds or even thousands of d6 damage if they want. No save. No resistance.
In this kind of setting, gods can be killed, but only by depleting their Primal Base Energy (this is not their daily use energy, but it is a permanent base generated by things like followers, temples, domains they control, planes they control, etc.). So to kill a god, you have to deplete his followers, destroy his temples, take away his domains and planes. Once you do enough of that, his base Primal Energy is very low, which also limits his daily use. Then you blast away the rest of it using your own Primal Energy.
So only gods (or similar immortals) can kill gods.
This doesn't mean players cannot "Ascend" to divinity, and gain their own Primal Base and Primal Energy.
Such a new ascended godling is pretty puny compared to a fully grown god. Now the new godling should try to attract followers, build temples, claim a plane of existence as his own (clear out enemies, mold the plane to match his desires, etc.), and claim a domain of his own (Sun, fire, good, evil, magic, death, etc. - if some other entity has a claim on it, then you can't have it unless you take it away from him through a holy war). Claim more than one plane or domain - as many as you can get.
This all builds up your Primal Base and makes you a more powerful deity.
Campaigns at this level can be really fun. It makes godling players back to being little fish in a big divine pond, and everything starts over with new skills, new powers, new challenges.
But, no PC can kill a god. Can't even hurt him.
I think gods should be out of reach of mortals. Mortals have to transcent mortality to challenge even the weakest gods.