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| #1NomralSep 10, 2014 14:32:49 | I've been GMing for over a decade now (wow, that sounds weird) and I've got this one homebrew campaign world that's particularly developed. Special cultures, tons of homebrew monsters and races and prestige classes, a LOT of history...and a homebrew pantheon. I'm currently running two 3.5e campaigns in this setting.
One of the main themes in this world has always been that the gods keep interfering a little too much with mortal affairs. The players seem to really enjoy interacting with these gods (who are bound by certain rules and cannot outright kill the PCs unless they do something really foolish--I always try to have something like that in there because a lot of these gods are jerks).
Because of this, there's been a lot of in-person interaction which requires me to have the stats for these gods written up using the Deities and Demigods book for 3.5e (it took forever, but it's totally worth it for this campaign world). It helps tremendously when things like saving throws, magic, and skill checks are involved, and the occasional instance when a PC decides to try to punch a god in the face. There are also organizations devoted to negating the effects of god power whose abilities interact in very interesting ways with the gods (another awesome GM friend of mine came up with this organization and is running it within my campaign).
5th edition looks awesome so far, and I'd love to start converting this world to 5e, but the only thing stopping me is these gods. Since I'm new to 5e I don't feel comfortable just winging it; besides, I feel that having the gods actually written up adds legitimacy to their powers (I don't want to just randomly say "oh yeah, and this jerk who you're trying to persuade to not be a psychopath can also do this and this" unless I've come by it honestly through writing up the stats). And in order to have characters who negate god power we have to understand what it does mechanically!
Does anyone have any ideas for what I could do to convert my 3.5e gods to 5e? I have a feeling I may have to wait until rules for epic levels come out, or longer, but if possible I'd love to get started converting. |
| #2onceMoreIntoBreechSep 10, 2014 15:00:07 | The Legendary creature rule would probably be a good place to start. |
| #3NomralSep 11, 2014 10:33:44 | Yeah, that definitely seems like it would help. Another issue is the whole bounded accuracy thing...one of my god NPCs has an Armor Class of over 100...NAKED (I was really mad when I did that math). I don't think stuff like that is gonna fly in 5e! I'm guessing I'll have to balance that out by greatly reducing their AC and attack values, while greatly increasing their hit points, damage reduction, healing abilities, and damage output the way they've done with these other monsters? (And then, of course, there are their special abilities). I don't want to go overboard and make them even more OP than they're supposed to be, though...or accidentally nerf them more than is necessary. |
| #4IllithidbixSep 11, 2014 11:56:09 | The highest monster AC I'm aware of is the CR 30 Tarrasque with AC 25, it also has 676HP, and is immune to non-magical piercing/bludgeoning/slashing and spells that require an attack roll.... lots more.
A level 20 character will almost certainly be attacking vs AC with something resembling +11 (Attribute: 20 = +5, +6 Prof. bonus at level 20). Or forcing DC 19 Saving throws. Magic weapons and belts of giant strength and similiar superpowerful magic items will increase this. |
| #5MechatarrasqueSep 11, 2014 12:50:16 | I would stat up a 20th level character of the race/class that seems the best fit for the god, add Legendary powers/reactions and the best magic gear you allow in your campaign, and then throw in godly mind: a god can maintain 5 concentration spells simultaneously and, if the god fails a con check after being attacked, only 1 spell (god's choice) will be ended. That should be challenging to a high level group without being unbeatable. I would also use the 4e notion that a god will regenerate (lich style) unless some special macguffin is used. |
| #6NomralSep 13, 2014 10:09:03 | Ooh, those are really good things to keep in mind. The Legendary powers and godly mind will definitely go a long way...and it seems like the immunities and hp will be the way to go to balance out NOT having an AC of over 100 naked (seriously, that was ridiculous...I'll be glad to see that go!). Oh, and I guess the gods won't have the same limits on the ability scores that the PCs would have, so that's another advantage that can balance out high level PCs and their gear.
I guess I could maybe add in a toned down version of 3.5's divine ranking system which would be tied in with the legendary abilities and godly mind and stuff (gods with a higher rank might have more legendary abilities and be able to concentrate on more effects than gods of lower rank, etc.). I also like the sensory capabilties of 3.5 gods and could probably get that in without it being unbalancing, since it's less combat oriented--and maybe keep the increased speed as well.
So, for my god of fear and undeath and knowledge and arcane magic (who was DR 12 in 3.5), I could write up a 20th level wizard specializing in necromancy (but without the stat cap), give him the same increased speed and sensory capabilities he had in 3.5, give him that godly mind effect, regeneration, and a divine aura of...undeath-ness...and immunities to things like fear, poison, necrotic, and exhaustion; and give him some legendary abilities like a draining touch attack that reduces hp maximum (like the wight's) and other undeath/fear-related stuff, including lair actions and abilities to call or raise more undead to fight for him. And he'd regenerate unless the PCs went on a long fancy quest to destroy his artifact and then killed him in a certain place at a certain time while speaking a certain word. I'd build his save DCs with the high level PCs and their magic items in mind, and as far as noncombat abilities go, he'd keep those sensory capabilities and maybe have advantage in skill checks related to his domains.
Maybe I could even give gods some kind of bonus to charisma checks due to their divine presence, one that increases with Divine Rank (+1 for ranks 1-5, +2 for ranks 6-10, +3 for ranks 11-15, +4 for ranks 16-20, etc.) but somehow I feel like that may be missing the point with 5th edition, that being NOT giving insane bonuses to checks and AC and DCs. I guess I could give them advantage, but that seems like it might be a little much.
I'm just kind of brainstorming at this point. What do you guys think? |
| (Reply to #6)Mechatarrasque |
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| #8AlpizaraiSep 16, 2014 5:25:04 | Divine Ranks could be used as guidelines, say for the NEXT level of advancement. |