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The Mortal God
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 3920197" data-attributes="member: 710"><p>In a setting with multiple gods, I think it is okay for an epic level group to challenge a god and defeat him. If I don't like it in my campaigns, I can still say that means only banishment or just killing a mere avatar, or just halt the campaign before the PCs have a level to manage that.</p><p></p><p>If the god actively meddle in the affairs of men, the men should be able to meddle with the gods. If the gods are distant entities, possibly just abstract concept, you probably can't kill them (though maybe you're able to erase all memory of them? Kill or convert every believer in them?) either, but since you don't meddle directly, who would really "need" to kill them?</p><p></p><p></p><p>A level cap bothers me little. How much innovative adventuring material really makes sense with the power of 30th level or higher PCs? I certainly don't want the adventures feel like lower levels one but with bigger numbers (Diablo II "feel"). </p><p>Protect Caravan, Clear dungeon, find out who killed Vallance, bring down local cult, stop a loose demon, rescue the city from a supernatural attack/catastrophe, find more information about the reason of the catastrophe, bring down the cultist responsible for it, hunt down the devil/demon/dragon behind it. That should cover the first 20 levels of the campaign. The next 10 levels become already difficult to guess for me, but I assume it involves a lot of plane-hopping, securing nations, manipulating the gods, and if the culmination is bringing down an evil god, I am fine with it.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 3920197, member: 710"] In a setting with multiple gods, I think it is okay for an epic level group to challenge a god and defeat him. If I don't like it in my campaigns, I can still say that means only banishment or just killing a mere avatar, or just halt the campaign before the PCs have a level to manage that. If the god actively meddle in the affairs of men, the men should be able to meddle with the gods. If the gods are distant entities, possibly just abstract concept, you probably can't kill them (though maybe you're able to erase all memory of them? Kill or convert every believer in them?) either, but since you don't meddle directly, who would really "need" to kill them? A level cap bothers me little. How much innovative adventuring material really makes sense with the power of 30th level or higher PCs? I certainly don't want the adventures feel like lower levels one but with bigger numbers (Diablo II "feel"). Protect Caravan, Clear dungeon, find out who killed Vallance, bring down local cult, stop a loose demon, rescue the city from a supernatural attack/catastrophe, find more information about the reason of the catastrophe, bring down the cultist responsible for it, hunt down the devil/demon/dragon behind it. That should cover the first 20 levels of the campaign. The next 10 levels become already difficult to guess for me, but I assume it involves a lot of plane-hopping, securing nations, manipulating the gods, and if the culmination is bringing down an evil god, I am fine with it. [/QUOTE]
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