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The New 4th Edition God-Killing Rules
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<blockquote data-quote="I'm A Banana" data-source="post: 4557879" data-attributes="member: 2067"><p>My Athar members in my 4e PS game are very happy. <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=";)" /> Their metasetting agenda basically involves trying to subdue "evil" churches over "good" ones (for now) because they're easier targets. It'll be awesome to have the Godslayers Guild on the Astral Plane actually be able to kill some gods.</p><p></p><p>I'm a little sad we don't have stats for Bahamut (I understand why, but they still would have been very useful to me). </p><p></p><p>The discorporation and the quests to switch off that ability are great ideas, but greater than that is the <strong>philosophy</strong> behind fight-able deities. I think it's good and wonderful. Killing a god is absolutely in the mythic, epic tradition that D&D blatantly robs from at many other points, and this does it well.</p><p></p><p>I hope to eventually see good ascension rules, too. <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>The Draconomicon in many ways represents a better direction going forward for 4e than the core did. I haven't seen it yet (I'll be getting it later today), but if this is an example of the niftiness, it shall be nifty indeed.</p><p></p><p>Now if we could get some work done on dismantling and revising the obnoxious Powers system and an abstract combat system, 4e might actually start being not such a pain in the butt to play and DM for me. <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></blockquote><p></p>
[QUOTE="I'm A Banana, post: 4557879, member: 2067"] My Athar members in my 4e PS game are very happy. ;) Their metasetting agenda basically involves trying to subdue "evil" churches over "good" ones (for now) because they're easier targets. It'll be awesome to have the Godslayers Guild on the Astral Plane actually be able to kill some gods. I'm a little sad we don't have stats for Bahamut (I understand why, but they still would have been very useful to me). The discorporation and the quests to switch off that ability are great ideas, but greater than that is the [B]philosophy[/B] behind fight-able deities. I think it's good and wonderful. Killing a god is absolutely in the mythic, epic tradition that D&D blatantly robs from at many other points, and this does it well. I hope to eventually see good ascension rules, too. ;) The Draconomicon in many ways represents a better direction going forward for 4e than the core did. I haven't seen it yet (I'll be getting it later today), but if this is an example of the niftiness, it shall be nifty indeed. Now if we could get some work done on dismantling and revising the obnoxious Powers system and an abstract combat system, 4e might actually start being not such a pain in the butt to play and DM for me. ;) [/QUOTE]
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