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What's the DC for a fighter to heal their ally with a prayer?
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<blockquote data-quote="Blue" data-source="post: 8749579" data-attributes="member: 20564"><p>Back in AD&D 2nd my primary DM had these things called God Shots. You could call out to your god, and they may answer. And you got pretty massive penalties until honored them enough for that.</p><p></p><p>It was a series of d%, each trying to be lower than the previous. The player could stop at any point, because there were growign burdens put on the character for each level down.</p><p></p><p>First the player rolled d% to make their plea. This would often get a modifier based on how appropriate the plea was, how eloquent, etc. +15% was a big deal.</p><p></p><p>Then roll d% under (well, equal or under) for the god to hear. No action at this point, but already the character is accumulating divine debt.</p><p></p><p>Again roll d% under for the god to Speak. This could also be used for the god to trigger a spell you had prepared they had given you if you were a cleric or druid. But if that wasn't enough...</p><p></p><p>Roll d% under for the god to Act. This was a minor Action on the deity level - usually the effect of a divine spell going off. This could be a Revivify for the fighter's friend if they were dead, or a cure wounds if they were still dying, though really the AD&D equilents. It usually wasn't stingy - if a Cure Light Wounds would stop them from dying but you were higher level, you likely go the higher level Cure X Wounds spell.</p><p></p><p>If that wasn't enough, roll under d% to Send. This was an Archon or something. Not lightweight. This was a big deal.</p><p></p><p>And finally, roll under d% to Manifest. They (or an avatar) would appear briefly. You were most likely going to be become an NPC to devote the rest of your life to the god. I think we only saw this twice in like 10 years of play.</p><p></p><p>Now, if you tithed 10% of what you got from an adventure to your church you could get a +1% god shot, which means you could pull down one roll by 1% once. And besides any other burdens laid on you for the boon, each level also gave you a fairly large penalty to God Shot that you would need to get back to 0% before ever trying again. I think Act was -30%, so donating everything you got from three good adventures could balance that out.</p></blockquote><p></p>
[QUOTE="Blue, post: 8749579, member: 20564"] Back in AD&D 2nd my primary DM had these things called God Shots. You could call out to your god, and they may answer. And you got pretty massive penalties until honored them enough for that. It was a series of d%, each trying to be lower than the previous. The player could stop at any point, because there were growign burdens put on the character for each level down. First the player rolled d% to make their plea. This would often get a modifier based on how appropriate the plea was, how eloquent, etc. +15% was a big deal. Then roll d% under (well, equal or under) for the god to hear. No action at this point, but already the character is accumulating divine debt. Again roll d% under for the god to Speak. This could also be used for the god to trigger a spell you had prepared they had given you if you were a cleric or druid. But if that wasn't enough... Roll d% under for the god to Act. This was a minor Action on the deity level - usually the effect of a divine spell going off. This could be a Revivify for the fighter's friend if they were dead, or a cure wounds if they were still dying, though really the AD&D equilents. It usually wasn't stingy - if a Cure Light Wounds would stop them from dying but you were higher level, you likely go the higher level Cure X Wounds spell. If that wasn't enough, roll under d% to Send. This was an Archon or something. Not lightweight. This was a big deal. And finally, roll under d% to Manifest. They (or an avatar) would appear briefly. You were most likely going to be become an NPC to devote the rest of your life to the god. I think we only saw this twice in like 10 years of play. Now, if you tithed 10% of what you got from an adventure to your church you could get a +1% god shot, which means you could pull down one roll by 1% once. And besides any other burdens laid on you for the boon, each level also gave you a fairly large penalty to God Shot that you would need to get back to 0% before ever trying again. I think Act was -30%, so donating everything you got from three good adventures could balance that out. [/QUOTE]
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What's the DC for a fighter to heal their ally with a prayer?
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