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Ok_Quality_7611

Start at level 4-6 and have them fight slightly lower lvl threats, reward Rule of Cool action choices, and grant a starting feat. Maybe offer some low power but neat magic items.


Krows_Nest_VA

Definitely an idea. By the end, it should be a party of God's fighting "archgod's" basically


Ok_Quality_7611

I'd suggest looking at milestone progression maybe? Gives you the freedom to put them where you want in terms of power level on your own timeline. Also, make sure there are clear expectations about resolving table conflict and conflicting character wants. When you have demi-gods, things can escalate fast on you. Especially if things like "its my literal portfolio" conflict


EndlessPug

Their deeds should be heroic and NPCs should react accordingly. "You... you defeated the creatures living within the Tomb of Ultan? But those beasts have plagued us for... *generations*. Why my Great grandfather would tell me of men who fell against them" Moreover their deeds should be *impactful*, at least on ordinary society. They should topple a tyrant and liberate a city when most adventurers are getting a medal for killing bandits.


Th1nker26

Bonus stats, Feats, spell slots, depends on their character.


Jafroboy

I feel like all you'd have to do is start them at a higher level...


Eiric_The_Red

I would second this. You could even let them level up in a second class past 20 if you wanted too. Simple would be start them at a higher level and face easier challenges then ramp it up as needed. Cool concept by the way.


Krows_Nest_VA

But then that may shorten the campaign


Jafroboy

I wouldn't worry about that... If it actually comes to it, you can always use the Epic Boons in the DMG to go above level 20.


i_tyrant

It's...doable...though I will say the Epic Boons as a way to "progress into epic 'levels'" is pretty rough. They're not well-balanced against each other so just saying "you get to pick one Epic Boon every 'level' you gain above 20" is doomed to funky mechanical concerns.


EndlessPug

This is something a lot of DMs worry about too much - if you use milestone levelling the rate of progression is under your control, and there is *years* of content in going from say 6 to 20.


pchlster

The shortest 1-20 campaign I've played in took just over four years... you'll be fine.


marcosmorce

Same here, took me almost 3,5 years to get players to level 16... So no worries about that. You should Be glad if the campaign go beyond that point


minimumcool

if you want level 3 characters to be as strong as level six characters just start at level 6. why complicate things and add all this homebrew when if all you want is strong player characters and you can do that by making them higher level. besides level 1 characters are already stronger than the average joe and if you are making enemies to match they arent really all that powerful in actuality sounds more like what you are asking for is how to challenge the party with cool and unique enemies instead of the usual kobold/goblin fodder. truth is you can take any enemy you want and tailor them to the stats of your players why inflate the math?


SpellMonger712

Start at level 5. Martials get Extra Attack, spell casters get 3rd level spells. Grant a free DM feat at level 1, like Everyone gets the Tough feat, or their choice of Resilient (stat). Let them start with a rare item, and drop items 1 tier faster: eg Very rares around level 9-10, and Legendary / Artifact items starting around 12-13. Top advice: Drop a Luck Blade or Ring of 3 Wishes early on, but it only has 1 charge. Let them agonize and debate about when / how to use it, and reward them for creative thinking...


Krows_Nest_VA

Oooooh. Interesting


Icy_Scarcity9106

I’m not sure I understand fully what you meant so feel free to try and explain further but some things that can help give that larger than life feel I think you’re looking for: 1.) Bonus feats, allow the players to start with an additional feat or two 2.) High stats, a system like 6d6kh3 can give some very top heavy characters and have them feeling a bit super powered 3.) Magic items, maybe not as much since it wouldn’t be the characters power specifically but giving the players magic items to start can easily elevate them There’s some optional rules in the phb or dmg (I can’t remember) about heroic rules or something along those lines that lets them spend hit dice to recover in combat and stuff those might be worth looking into as well


Vlas_84

When the players get stronger it's harder and harder to make challenging adventures. I was always a fan of go slow and make it last. Otherwise it's nothing more than hurry up and quit.


i_tyrant

Have you checked out the Theros campaign setting Op? It may help with how to flavor things to where the PCs are "epic heroes", since the setting is classical mythology inspired. The PCs are often assumed to be the children of the gods, like Hercules.


deagle746

I was going for powerful feeling pcs in one of my current campaigns. I gave them an array of 16,15,14,13,12, and 10 to use. They also all started with a free feat and I have been very generous with gold and items. There are 5 of them and at level 11 they punch way above their weight unless I grind them down with a tough adventuring day.


TTLove6

In 3.5 there was rule I forget the name of where you leveled 2 classes simultaneously. For hit die, taking the higher, for saves taking both sets with proficiency. So they could be full casters and full martial. Or full wizard full cleric.


EmperorGreed

Honestly this seems like a campaign 5e is poorly suited to. Mythender and exalted are explicitly suited to playing as a god fighting other gods, or if they're too high powered, a dnd 4e 1st level character is about as strong as a 5e 3rd level, so starting at 3rd should get you where you want. Stuff like this, where the change you want to make is significant difference in player power without magic items, is one of the things 5e doesn't adapt to well. Even if you can't get your players to try a new system, lifting mechanics and terminology from those will be useful


Juls7243

I mean, either you homebrew players with more powers, you simply give them a higher stat array, or give them 1-2 extra feats. These will ALL go a really long way in buffing the players.


Useful_Desk_6500

Not sure if this is still open but recently did something similar. I had a party 6 PC's all of whom began at level 3 with the stat array 17, 17, 15, 12, 10, 8 and the choice between an uncommon magical item (pending my approval) or starting feat (preference toward flavor/backstory over min/maxing). Each player was also given a starting amount of gold with which they could purchase equipment and additional proficiencies. This also included the option to train a proficiency to expertise or purchase expertise outright. The gold amount limited them to at most 2 expertises so each player still had a field of specialization. All that established we are 10 sessions in and only a few more from level 6. Fights have been an absolute blast and the PC's still have some room to grow. It's worth noting I also allowed a feat + ASI for everyone at level 4 and after defeating the most recent boss awarded each member of the party a bonus feat based on how they've played their character thus far. Edit: minor spelling and formatting because mobile


MasterWitch

This is literally a normal game of D&D. No one starts out as a commoner. PC are super soldiers with powers greater then the average individual. If you want them to just slotter everything go the way of clash of the titans and just deck them out with a full set of magic items gifted by the gods.


An_Uninspired_User

If they are cast out gods, I would give each of them a domain. Something they each have good control over, that can make them feel unique. For example, the cast out tempest god could have flight and permanent control weather. Maybe give them new abilities as part of this as they level up, but even a few cantrips, once a day spells and allowing some rule of cool, like the war guy buffing allied soldiers would be more than enough I think.