About 3 years ago I made a campaign called Rickaen, based off my 2 favorite authors, Rick Riordan and J.R.R Tolkien. I was somewhat new to DND at that point so I didn’t quite get character creation. I let one of my players base their character off a solar. They have almost all the abilities of a solar, and since have multi classed into wizard and sorcerer, giving them access to powerful spells.I myself made a character, a wizard, named Ciran Avken Ki-Nar. As a DM, I don’t play with your combined level can only get to 20. I play as the max for one class is 20. For examp,e, you could be a lvl18 Druid, a lvl 12 fighter, and an lvl7 artificer. It’s kind of too late to turn back from that though. The solar tanks through for my spellcaster, and we can take out a tarrasque if we surprise it. Which we normally can, because I also didn’t see the max of 3 magic items, so we have a large amount of magic rings that let us do certain things, including turn invisible. If there are a lot of small, low health mobs, the solar uses spells to blow them all up. When facing high level mobs, the solar and I take out a galaxy sword(something I let the solars player one shot) which instantly sucks the thing it hit into it. I also was quite stupid and gave his alt player a light saber. We also have large amounts of cp and gp. I have a country, and both of us are close to ascending to godhood. I have no idea how to balance this situation out and make it a fun and challenging campaign for them. We also have an inactive low level healer.
Sounds like it's time for your party to cast Dream of the Blue Veil to travel to the Dire Troll universe where all of the digital assets have been replaced by the face of Nicholas Cage.
So yeah, maybe just go ahead and attain godhood, and reroll new characters? Fight multiple clones of Tiamat, and home brew she is immune to the effects of the galaxy sword? You could have all the gods of your world send your characters souls into a new relm, a relm in which standard d&d rules apply, your level one, and you could quest for a way back? Good luck
Have the solar and the wizard fail to become gods, their powers are ripped from them and they begin a new campaign at level 1. You will have more fun playing from scratch than you will playing as gods.
The reason you have no idea how to balance this is because there is no way to balance this. You've passed the point of play that the game rules were designed to cover, and in order to continue playing these characters, if you want it to be challenging, you need to completely homebrew a new game system.
My advice would be that it's time to retire these characters and start back from square one.
My question though is this; why would you want to continue playing characters that are all-powerful? To me that sounds very boring. I mean, if DND is something you play to feel powerful, and "a new power threatens the kingdom! We must quest to-- oh wait no, you hit it with the galaxy sword and it's instantly forever-dead" is enough for you to derive enjoyment from, then I'm not here to shame you. But don't you miss the part of the game where you need to think your way out of problems, and if you mess up you could fail? Dramatic tension?
Whenever I play Skyrim or Fallout for example, and I get really high level and have a full set of enchanted gear that makes my destruction spells cost 0 magicka, it's fun for me, but a part of me misses that point of the game where finding a Steel Longsword or my first sniper rifle was a Big Deal and my resources mattered more. And then I realize that the ulti-mage or the 100% sneakey sniper I've created is nearing the end of its run, and soon it'll be time to start again with a new build/playstyle.
It’s fun for my players because we fight literal gods. We are gods. It gives us a feeling of power that we can’t experience irl.
That's fair and valid, and what's more, it makes your job fairly easy. Throw some more tarrasques at them, maybe look up the Demon Lords from Mordenkainen's Tome of Foes, and have the players knock 'em down. If you know what they like, play to that.
By now, you need to start just homebrewing enemies. Give them ridiculous action economy and not just numbers. Also give each fight a fun gimmick so that you can't just hit something until it does.
It’s fun for my players because we fight literal gods. We are gods. It gives us a feeling of power that we can’t experience irl.
Doesn’t casting eldritch blast also give you a feeling you can’t get irl? Or for that matter, attack a goblin with a greataxe?
Im with the others. Time to retire these 2 and make new characters. But even retired, they can be around. Have them ascend to godhood, and now your new characters can worship them. Maybe have these new gods make an appearance to help guide their worshippers once or twice.
Have them face a god of trickery. They have an all-powerful sword which can one-shot anything, so what happens if that sword were to be, say, stolen? And used against them?
Golden rule of homebrew is that if you wouldn't use it against the players, don't give it to them.
For all-powerful world destroying players, make the game lex luthor vs superman. Keep the BBEG 5 or 6 steps ahead of the players, and have him put them in difficult situations, where they have to choose between things. Perhaps make their decisions influence what sort of got they are ascending to. When they finish the campaign, write them into the history of your world (as either the guys who killed to gods, or the guys who let the world burn for their godhood, or so on) and start some new characters, in the game world these characters left behind. Maybe it's post-apocalyptic from their battles with the gods, or riddled with wild magic storms and so on. Once they have become this powerful, it is usually better to retire them, but that doesn't mean they have to go forgotten in the world. Characters this powerful should be legendary, and the aftermath of their deeds should still be there for the next group of would-be heroes to explore.
Quote from CharlesThePlanta new power threatens the kingdom! We must quest to-- oh wait no, you hit it with the galaxy sword and it's instantly forever-dead" is enough for you to derive enjoyment from, then I'm not here to shame you.
Thing is, anything that can teleport can come back, which is most of our main enemies
About 3 years ago I made a campaign called Rickaen, based off my 2 favorite authors, Rick Riordan and J.R.R Tolkien. I was somewhat new to DND at that point so I didn’t quite get character creation. I let one of my players base their character off a solar. They have almost all the abilities of a solar, and since have multi classed into wizard and sorcerer, giving them access to powerful spells.I myself made a character, a wizard, named Ciran Avken Ki-Nar. As a DM, I don’t play with your combined level can only get to 20. I play as the max for one class is 20. For examp,e, you could be a lvl18 Druid, a lvl 12 fighter, and an lvl7 artificer. It’s kind of too late to turn back from that though. The solar tanks through for my spellcaster, and we can take out a tarrasque if we surprise it. Which we normally can, because I also didn’t see the max of 3 magic items, so we have a large amount of magic rings that let us do certain things, including turn invisible. If there are a lot of small, low health mobs, the solar uses spells to blow them all up. When facing high level mobs, the solar and I take out a galaxy sword(something I let the solars player one shot) which instantly sucks the thing it hit into it. I also was quite stupid and gave his alt player a light saber. We also have large amounts of cp and gp. I have a country, and both of us are close to ascending to godhood. I have no idea how to balance this situation out and make it a fun and challenging campaign for them. We also have an inactive low level healer.
Dude…
Hi, I am not a chest. I deny with 100% certainty that I am a chest. I can neither confirm nor deny what I am beyond that.
I used to portray Krathian, Q'ilbrith, Jim, Tara, Turin, Nathan, Tench, Finn, Alvin, and other characters in various taverns.
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"That is not dead which can eternal lie, and with strange eons, even death may die"
Sounds like it's time for your party to cast Dream of the Blue Veil to travel to the Dire Troll universe where all of the digital assets have been replaced by the face of Nicholas Cage.
So yeah, maybe just go ahead and attain godhood, and reroll new characters? Fight multiple clones of Tiamat, and home brew she is immune to the effects of the galaxy sword? You could have all the gods of your world send your characters souls into a new relm, a relm in which standard d&d rules apply, your level one, and you could quest for a way back? Good luck
Have the solar and the wizard fail to become gods, their powers are ripped from them and they begin a new campaign at level 1. You will have more fun playing from scratch than you will playing as gods.
The reason you have no idea how to balance this is because there is no way to balance this. You've passed the point of play that the game rules were designed to cover, and in order to continue playing these characters, if you want it to be challenging, you need to completely homebrew a new game system.
My advice would be that it's time to retire these characters and start back from square one.
My question though is this; why would you want to continue playing characters that are all-powerful? To me that sounds very boring. I mean, if DND is something you play to feel powerful, and "a new power threatens the kingdom! We must quest to-- oh wait no, you hit it with the galaxy sword and it's instantly forever-dead" is enough for you to derive enjoyment from, then I'm not here to shame you. But don't you miss the part of the game where you need to think your way out of problems, and if you mess up you could fail? Dramatic tension?
Whenever I play Skyrim or Fallout for example, and I get really high level and have a full set of enchanted gear that makes my destruction spells cost 0 magicka, it's fun for me, but a part of me misses that point of the game where finding a Steel Longsword or my first sniper rifle was a Big Deal and my resources mattered more. And then I realize that the ulti-mage or the 100% sneakey sniper I've created is nearing the end of its run, and soon it'll be time to start again with a new build/playstyle.
It’s fun for my players because we fight literal gods. We are gods. It gives us a feeling of power that we can’t experience irl.
That's fair and valid, and what's more, it makes your job fairly easy. Throw some more tarrasques at them, maybe look up the Demon Lords from Mordenkainen's Tome of Foes, and have the players knock 'em down. If you know what they like, play to that.
By now, you need to start just homebrewing enemies. Give them ridiculous action economy and not just numbers. Also give each fight a fun gimmick so that you can't just hit something until it does.
Doesn’t casting eldritch blast also give you a feeling you can’t get irl? Or for that matter, attack a goblin with a greataxe?
Im with the others. Time to retire these 2 and make new characters. But even retired, they can be around. Have them ascend to godhood, and now your new characters can worship them. Maybe have these new gods make an appearance to help guide their worshippers once or twice.
Have them face a god of trickery. They have an all-powerful sword which can one-shot anything, so what happens if that sword were to be, say, stolen? And used against them?
Golden rule of homebrew is that if you wouldn't use it against the players, don't give it to them.
For all-powerful world destroying players, make the game lex luthor vs superman. Keep the BBEG 5 or 6 steps ahead of the players, and have him put them in difficult situations, where they have to choose between things. Perhaps make their decisions influence what sort of got they are ascending to. When they finish the campaign, write them into the history of your world (as either the guys who killed to gods, or the guys who let the world burn for their godhood, or so on) and start some new characters, in the game world these characters left behind. Maybe it's post-apocalyptic from their battles with the gods, or riddled with wild magic storms and so on. Once they have become this powerful, it is usually better to retire them, but that doesn't mean they have to go forgotten in the world. Characters this powerful should be legendary, and the aftermath of their deeds should still be there for the next group of would-be heroes to explore.
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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Thing is, anything that can teleport can come back, which is most of our main enemies
I was thinking of introducing a Meleager situation.