Mannahnin
Scion of Murgen (He/Him)
I was speaking speculatively, as I was never interested in epic level play in 3.x. I played a bunch into the high teens, and it got so darn slow and clunky at those levels already.Similar? It had a direct 3.5 back-conversion of several epic destinies, including demigod, in Dragon #363.
But thanks for confirming!
You can detail the gods and their religions without telling how many hit points they have or what loot they drop if you kill them. The mythology books that would have been most familiar to the TSR writers, like Bullfinch's Mythology or the wonderful D'Aulaire's books of Greek and Norse myths managed to do it without ever discussing how easy it would be to kill them.
Absolutely.
Given that the introduction even points out that there were PCs at that point that could kill Odin and they included all the stats anyway ... it was a high-level Monster Manual.
...
The only purpose of the stats was because they wanted to model them as big monsters. And given how gonzo D&D was right from the start in the 1970s, they knew full well that Zeus and company's days were numbered.
Yeah, I think I would hazard a guess that to some extent it was simply a failure of imagination. They knew how to stat monsters. They didn't spend the time or effort to come up with a different way to lay out deities to make their powers, spheres of influence, curses they might inflict, attitudes toward and expectations of their followers (etc.) clear and support worldbuilding and adventure rather than making them super-big monsters.Thinking about Supplement IV, this was 1976. I don't know that the game yet had any way to encompass beings without stats. That was, perhaps, the only way that they could conceptualize them within the world of D&D at the time.
Still, there was a serious market for it, as I understand the royalties on it let Jim Ward buy a house. Which inspired many later TSR employees to work hard for credit and similar royalties (most of whom were denied, sadly).
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