System Ufera
First Post
Hello! As the title says, I'm making my own system, and while it's already able to be playtested, I don't have any concrete ideas on how to handle the mechanics for divine magic. There are, of course, a few barely-developed ideas floating around in my head which could be expanded on...
Basically, divine magic in my game's setting operates on the principle that followers of a sufficiently powerful being (most likely a deity) can pledge service to and be ritually connected to that being, who would then serve as a patron. This connection allows the follower's actions to be observed by the patron, and if the follower sufficiently pleases the patron, the follower will be rewarded by being able to call in favors. Such favors consist of the patron utilizing the connection to send aid to the follower, perhaps in the form of the patron smiting one of the followers' enemies, healing a wound on the follower or an ally, or, if the patron is too busy to provide direct help, giving the follower one of the patron's other followers as a temporary ally.
As such, the flavor of divine magic is like a less-restricting version of the Invoker class from DnD 4e, in that, while you are still your own person, your power as a divine magic user is literally your patron performing favors for you as a reward for your service to your patron.
One of the ideas I've had for how to represent this mechanically is that you have a pool of "favor points" which you can gain by pleasing your patron. A small amount of these points can be gained by doing simple things, such as donating wealth, items or services to one of the patron's temples. On the other hand, performing quests for the patron would grant much larger amounts of favor points, with the possibility of a "down payment" of favor points before the quest is even completed. Since gaining favor points would require a character to actually invest time or resources into their service (as opposed to arcane points, which regenerate over time), divine magic may end up being more powerful to compensate.
Another idea is that, when calling in the favors, since the power belongs to the patron and not the follower, the effect of the favor would not be chosen by the follower; the primary method for deciding what happens would be the GM rolling dice and consulting a table, though the GM may also fudge dice or even directly decide what happens in special situations. There would probably be different tables with different possibilities to represent what different patrons have to offer, as well.
Any ideas? Thanks in advance for any help.
Basically, divine magic in my game's setting operates on the principle that followers of a sufficiently powerful being (most likely a deity) can pledge service to and be ritually connected to that being, who would then serve as a patron. This connection allows the follower's actions to be observed by the patron, and if the follower sufficiently pleases the patron, the follower will be rewarded by being able to call in favors. Such favors consist of the patron utilizing the connection to send aid to the follower, perhaps in the form of the patron smiting one of the followers' enemies, healing a wound on the follower or an ally, or, if the patron is too busy to provide direct help, giving the follower one of the patron's other followers as a temporary ally.
As such, the flavor of divine magic is like a less-restricting version of the Invoker class from DnD 4e, in that, while you are still your own person, your power as a divine magic user is literally your patron performing favors for you as a reward for your service to your patron.
One of the ideas I've had for how to represent this mechanically is that you have a pool of "favor points" which you can gain by pleasing your patron. A small amount of these points can be gained by doing simple things, such as donating wealth, items or services to one of the patron's temples. On the other hand, performing quests for the patron would grant much larger amounts of favor points, with the possibility of a "down payment" of favor points before the quest is even completed. Since gaining favor points would require a character to actually invest time or resources into their service (as opposed to arcane points, which regenerate over time), divine magic may end up being more powerful to compensate.
Another idea is that, when calling in the favors, since the power belongs to the patron and not the follower, the effect of the favor would not be chosen by the follower; the primary method for deciding what happens would be the GM rolling dice and consulting a table, though the GM may also fudge dice or even directly decide what happens in special situations. There would probably be different tables with different possibilities to represent what different patrons have to offer, as well.
Any ideas? Thanks in advance for any help.