I am running a campaign where the PCs have the ability to wield artifacts that grant them "god like power". The artifacts have allowed them a few more abilities, some of them pretty abstract and powerful. The artifacts have grown in power as more power "awakens".
My advice for campaigns that allow PCs extra power is to have fun with it, and to make sure that the PCs are challenged in ways that are unique to their story. Normal challenges for characters their level should probably be easy, so this will require you to define new challenges. Presenting new challenges for characters that are more powerful than normal is an art in itself. So I would just sit down and clearly define what you want out of the story and go from there. Throwing monsters that are higher CR to compensate for the PCs extra power is okay to an extent, but it is a dead end. If all you do is pit higher CR monsters against the PCs, then why not just start them off at a higher level in the beginning of the campaign? Maybe a better idea for god like characters is not just presenting more difficult monsters, but instead present enemies who can exploit their weaknesses.
I am not sure what your story will entail in making the characters gods, but whatever it is, that is what should lead your organization of power and challenges for them.
Just a rule of thumb for anyone doing this kind of story, just an idea
don't give your players the most obvious representation of their godly parent. Let's take the most famous Demigods, most of them get nothing, or some minor control over the most MINOR of domains, say Poseidon's kids right? almost all of them are good with horses, and others don't get powers at all, other than some heightened human effects, like strength and stuff, but not much
best example is Bellerophan....yea he's just good with horses, yea, that's it, Heracles is strong sure, but that's not a Zeus thing, that's most demigods
You might want to also check out Godsfall - a very similar sounding story arc based on 5th edition.
http://www.godsfall.com/
Skameros - Bugbear Barbarian - Out of the Abyss - By Kerrec
Follow your Arrow where it Points - Tabaxi Monk - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
Citron Pumpkinfoam - Fairy Monk - Project Point: Team Longsword
Give them a few feats, too, I'd say.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
"What you saw belongs to you. A story doesn't live until it is imagined in someone's mind."
― Brandon Sanderson, The Way of Kings
I am running a campaign where the PCs have the ability to wield artifacts that grant them "god like power". The artifacts have allowed them a few more abilities, some of them pretty abstract and powerful. The artifacts have grown in power as more power "awakens".
My advice for campaigns that allow PCs extra power is to have fun with it, and to make sure that the PCs are challenged in ways that are unique to their story. Normal challenges for characters their level should probably be easy, so this will require you to define new challenges. Presenting new challenges for characters that are more powerful than normal is an art in itself. So I would just sit down and clearly define what you want out of the story and go from there. Throwing monsters that are higher CR to compensate for the PCs extra power is okay to an extent, but it is a dead end. If all you do is pit higher CR monsters against the PCs, then why not just start them off at a higher level in the beginning of the campaign? Maybe a better idea for god like characters is not just presenting more difficult monsters, but instead present enemies who can exploit their weaknesses.
I am not sure what your story will entail in making the characters gods, but whatever it is, that is what should lead your organization of power and challenges for them.
Hope this helps!
"What you saw belongs to you. A story doesn't live until it is imagined in someone's mind."
― Brandon Sanderson, The Way of Kings
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
"What you saw belongs to you. A story doesn't live until it is imagined in someone's mind."
― Brandon Sanderson, The Way of Kings
Just a rule of thumb for anyone doing this kind of story, just an idea
don't give your players the most obvious representation of their godly parent. Let's take the most famous Demigods, most of them get nothing, or some minor control over the most MINOR of domains, say Poseidon's kids right? almost all of them are good with horses, and others don't get powers at all, other than some heightened human effects, like strength and stuff, but not much
best example is Bellerophan....yea he's just good with horses, yea, that's it, Heracles is strong sure, but that's not a Zeus thing, that's most demigods