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Why Do Higher Levels Get Less Play?
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<blockquote data-quote="Upper_Krust" data-source="post: 9597626" data-attributes="member: 326"><p>Well I can advocate (in the book) that an Immortal Tier will be better if the Player has Worshippers on the Mortal Plane and a Divine Realm on another Plane of their choice and give all the rules for that.</p><p></p><p>But I noticed when I did this back in my 3rd Edition - Immortals Handbook: Ascension book (2007 and updated in 2023) that most gamers skipped over all the worshipper stuff, to get to all the crazy powers and dare I say "Munchkin +10 swords".</p><p></p><p>However, this time I think I have solved the issue so that Power* (XP) and Glory* (Worship Points) which add up to Quintessence (ie. Divinity) work in slightly different ways. Worship has two very strong benefits but also a few minor weaknesses. So there is enough incentive there to choose Glory over Power because its a better Reward but just with more Risk.</p><p></p><p>To briefly clarify, when Level 20 characters gain XP they can choose to instead turn that XP into Glory (Worship Points). A character's XP (+WP) determines its Divine Rank. The amount of XP a character converts to Worship, is up to them and does not affect the character's overall Divine Rank. So if characters want to be a god (more WP than XP) or an anti-god (more XP than WP) its entirely up to them.</p><p></p><p>...anyway to circle back to my point, yes I want the focus of the Immortal Tier to engage with the God vs. Anti-god friction, vis-a-vis the juxtaposition of having to sometimes choose between the safety of Worshippers or the immortal's Divine Realm. <strong>However</strong>, you still need a hefty dose of Craziness because that is where half the fun lies in these Epic and Immortal Tier campaigns, so expect 40+ new materials alone, 80 new Artifacts and you just won't believe how ridiculous the items get - no sense spoiling the surprises though. <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="Upper_Krust, post: 9597626, member: 326"] Well I can advocate (in the book) that an Immortal Tier will be better if the Player has Worshippers on the Mortal Plane and a Divine Realm on another Plane of their choice and give all the rules for that. But I noticed when I did this back in my 3rd Edition - Immortals Handbook: Ascension book (2007 and updated in 2023) that most gamers skipped over all the worshipper stuff, to get to all the crazy powers and dare I say "Munchkin +10 swords". However, this time I think I have solved the issue so that Power* (XP) and Glory* (Worship Points) which add up to Quintessence (ie. Divinity) work in slightly different ways. Worship has two very strong benefits but also a few minor weaknesses. So there is enough incentive there to choose Glory over Power because its a better Reward but just with more Risk. To briefly clarify, when Level 20 characters gain XP they can choose to instead turn that XP into Glory (Worship Points). A character's XP (+WP) determines its Divine Rank. The amount of XP a character converts to Worship, is up to them and does not affect the character's overall Divine Rank. So if characters want to be a god (more WP than XP) or an anti-god (more XP than WP) its entirely up to them. ...anyway to circle back to my point, yes I want the focus of the Immortal Tier to engage with the God vs. Anti-god friction, vis-a-vis the juxtaposition of having to sometimes choose between the safety of Worshippers or the immortal's Divine Realm. [B]However[/B], you still need a hefty dose of Craziness because that is where half the fun lies in these Epic and Immortal Tier campaigns, so expect 40+ new materials alone, 80 new Artifacts and you just won't believe how ridiculous the items get - no sense spoiling the surprises though. ;) [/QUOTE]
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