[snip]
> I completely disagree with the
> 2nd sentence.
("It's important to know what they can do, and what they can't.")
> It takes away their mystery and menace. And the true
> answer that they can do whatever the H**l the GM and Greg says they
> can do. Face it, giving the old AD&D Gods official powers and
levels
> was a disaster and a joke! Too many "official" powers or
limitations
> put on them in published works is a bad idea that will get Gregged.
I did like the Deadlands solution to high powered NPC/Storyarc characters: when Stone (the ueber bad undead gunslinger) was introduced as a plot device in one adventure, there was no attempt to stat him. They said, in effect,: if the PCs try something goofy, then let Stone do 10 actions per round -- and he has access to every undead power in the book, at the maximum level. But there was no way Stone was going to be killed/transformed/intimidated by the "interaction" with the PCs, so why worry about detailed stats?
The PCs got feel what its like to interact with a superheroic mover and shaker, taste the powers of the undead at their fullest (which gives them an appreciation of the Deadlands universe), and learn what all good characters learn in a drama -- the dangers of hubris ;-)
So a tentative guidline for the consequences of tussling with Harrek or Gunda might actually be a nice capper for an adventure.
Powered by hypermail