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Designing Divine power rules for a new system; ideas?
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<blockquote data-quote="steenan" data-source="post: 6129023" data-attributes="member: 23240"><p>Is the service pledged to a deity exclusive, or is it possible to get favors from many gods at the same time? IMO it would be fun if it was possible - as long as the character can satisfy the requirements, they can benefit from many gods' powers. After all, shouldn't a sea-travelling merchant seek favors from both Sea Goddess and God of Money?</p><p></p><p>As for the mechanical implementation, I'd aim for something simple. Stay away from long lists of divine "spells". Maybe just specify, for each god:</p><p>- Minor offering: a simple service that grants 1 faith point, at most once a day</p><p>- Major offering: a service that requires significant investment, effort and/or risk, giving 3 faith points</p><p>- Great offering: a service that involves deadly risk, extreme effort or a big personal sacrifice, giving 10 faith points</p><p>- Taboo: if violated, half of faith points are lost</p><p>- Great taboo: if violated, all faith points are lost and ritual expiation to be able to gain them again</p><p>- Minor gift: costs 1fp, or is free when you have 10 or more fp</p><p>- Major gift: available for 3fp when you have at least 10fp, or for free if you have 50+</p><p>- Great gift: available for 10fp when you have 50+ fp</p><p></p><p>Make each of these short, clear and concrete - so that they don't need much GM adjudication. For example:</p><p></p><p>God of War</p><p>minor offering: Keep your equipment clean and exercise with two different weapons.</p><p>major offering: In combat, take a wound and kill at least one opponent personally, or lose at least one man and kill at least 10 while leading a troop.</p><p>great offering: Start a military conflict between two significant forces (at least town-sized) or end such conflict through military victory.</p><p>taboo: Back away from a conflict when you can clearly win it by violent means, or kill a noncombatant.</p><p>great taboo: Run away from battle leaving allies behind.</p><p>minor offering: Ignore pain and exhaustion for a single round (reduces penalties - whatever you use in your game).</p><p>major gift: Use any weapon (including exotic weapons, siege weapons etc.) or armor as if you were fully proficient with it for a single scene/combat.</p><p>great gift: Automatically get a critical success with your attack or perfectly defend against an attack. This includes actions taken with a troop/army you command.</p><p></p><p></p><p>Prepare about 20 interesting gods and you have more interesting divine power rules in less than 10 pages than D&D has with hundreds of cleric spells. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="steenan, post: 6129023, member: 23240"] Is the service pledged to a deity exclusive, or is it possible to get favors from many gods at the same time? IMO it would be fun if it was possible - as long as the character can satisfy the requirements, they can benefit from many gods' powers. After all, shouldn't a sea-travelling merchant seek favors from both Sea Goddess and God of Money? As for the mechanical implementation, I'd aim for something simple. Stay away from long lists of divine "spells". Maybe just specify, for each god: - Minor offering: a simple service that grants 1 faith point, at most once a day - Major offering: a service that requires significant investment, effort and/or risk, giving 3 faith points - Great offering: a service that involves deadly risk, extreme effort or a big personal sacrifice, giving 10 faith points - Taboo: if violated, half of faith points are lost - Great taboo: if violated, all faith points are lost and ritual expiation to be able to gain them again - Minor gift: costs 1fp, or is free when you have 10 or more fp - Major gift: available for 3fp when you have at least 10fp, or for free if you have 50+ - Great gift: available for 10fp when you have 50+ fp Make each of these short, clear and concrete - so that they don't need much GM adjudication. For example: God of War minor offering: Keep your equipment clean and exercise with two different weapons. major offering: In combat, take a wound and kill at least one opponent personally, or lose at least one man and kill at least 10 while leading a troop. great offering: Start a military conflict between two significant forces (at least town-sized) or end such conflict through military victory. taboo: Back away from a conflict when you can clearly win it by violent means, or kill a noncombatant. great taboo: Run away from battle leaving allies behind. minor offering: Ignore pain and exhaustion for a single round (reduces penalties - whatever you use in your game). major gift: Use any weapon (including exotic weapons, siege weapons etc.) or armor as if you were fully proficient with it for a single scene/combat. great gift: Automatically get a critical success with your attack or perfectly defend against an attack. This includes actions taken with a troop/army you command. Prepare about 20 interesting gods and you have more interesting divine power rules in less than 10 pages than D&D has with hundreds of cleric spells. ;) [/QUOTE]
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