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The purpose of deity stats in D&D.
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<blockquote data-quote="Upper_Krust" data-source="post: 9521805" data-attributes="member: 326"><p>Long time Thor fan, I have every issue of Thor up until 2014.</p><p></p><p></p><p></p><p>Her Plot Armour is impressive, her Box Office...not so much.</p><p></p><p></p><p></p><p>...except that you have now constrained your options because you cannot challenge deities directly...whereas I opt to remove those constraints and thus my epic campaigns have no limits.</p><p></p><p></p><p></p><p>I am going to assume you have never read the original Infinity Gauntlet graphic novel (six-issue series); upon which the Infinity War/Endgame movies are 'loosely' based.</p><p></p><p>...anyway, in the original Story, Thanos with virtual Omnipotence freezes the heroes in time and defeats them in the first nanosecond of the battle. But he is convinced by Mephisto (the Devil) to vastly reduce his own power so that the heroes have a fractional chance of success...in order to impress Mistress Death. Thanos obliges by only using a single Infinity Stone which he claims gives the heroes a 0.05% chance of victory.</p><p></p><p>My point being Thanos had to risk being defeated to make things exciting/interesting. </p><p></p><p></p><p></p><p>No reason why they cannot have plots and plans spanning millenia. Just that mortals can impact those plans.</p><p></p><p>If immortals cannot be hurt by the machinations of mortals then your deities are just 'playing videogames with God Mode switched on' and all the efforts of mortals 'coming in handy' is a complete irrelevance because it won't change the status quo.</p><p></p><p>I'd rather be involved in campaigns where the actions of the heroes makes a difference.</p><p></p><p></p><p></p><p>Exactly which is the option for exciting (epic tier) stories. A story can only be exciting if something is at risk. Your deities do not risk anything and therefore are an irrelevance to the narrative.</p><p></p><p></p><p></p><p>Reminds me of people who play videogames with "God Mode" switched on. No risk = no excitement.</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 9521805, member: 326"] Long time Thor fan, I have every issue of Thor up until 2014. Her Plot Armour is impressive, her Box Office...not so much. ...except that you have now constrained your options because you cannot challenge deities directly...whereas I opt to remove those constraints and thus my epic campaigns have no limits. I am going to assume you have never read the original Infinity Gauntlet graphic novel (six-issue series); upon which the Infinity War/Endgame movies are 'loosely' based. ...anyway, in the original Story, Thanos with virtual Omnipotence freezes the heroes in time and defeats them in the first nanosecond of the battle. But he is convinced by Mephisto (the Devil) to vastly reduce his own power so that the heroes have a fractional chance of success...in order to impress Mistress Death. Thanos obliges by only using a single Infinity Stone which he claims gives the heroes a 0.05% chance of victory. My point being Thanos had to risk being defeated to make things exciting/interesting. No reason why they cannot have plots and plans spanning millenia. Just that mortals can impact those plans. If immortals cannot be hurt by the machinations of mortals then your deities are just 'playing videogames with God Mode switched on' and all the efforts of mortals 'coming in handy' is a complete irrelevance because it won't change the status quo. I'd rather be involved in campaigns where the actions of the heroes makes a difference. Exactly which is the option for exciting (epic tier) stories. A story can only be exciting if something is at risk. Your deities do not risk anything and therefore are an irrelevance to the narrative. Reminds me of people who play videogames with "God Mode" switched on. No risk = no excitement. [/QUOTE]
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