01-28-2011, 12:54 PM | #11 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: GURPS Powers: Divine Favor
Probably. Point don't really matter for general prayer, except to set what level of reaction roll is needed. So limitations should be less of a hassle as well.
Anyone else tinkering with Compartmentalized mind ("Only for prayers") to allow mroe than one prayer at once?
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
01-28-2011, 01:29 PM | #12 |
Join Date: Feb 2008
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Re: GURPS Powers: Divine Favor
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01-28-2011, 01:34 PM | #13 | |
Join Date: Sep 2004
Location: Canada
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Re: GURPS Powers: Divine Favor
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This makes them Not Cheap At All. A One Prayer Cleric, who does Protection from Evil (Enhanced) all the time, has spent not only 7 points for the Prayer, but also 35 points for the Divine Favor - instead of just 33 points for the basic True Faith Reliable Turning combo.
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01-28-2011, 02:11 PM | #14 | |||||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS Powers: Divine Favor
Glad that everyone who's picked it up has enjoyed it so much! I prayed for such a response . . . :)
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Other important genres that I had in mind include the Deadlands setting (this is perfect for Blessed characters -- and note that cursed lands resist Consecrate Ground with effective HT equal to (Fear Level * 4)) and Monster Hunters (and yes, there are guidelines in MH1 for using Divine Favor instead of <FNORD> if you'd prefer to do so). But frankly, there shouldn't be many settings (featuring at least one interventionist god) that Divine Favor can't fit into. Quote:
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I played with a few different builds of Heroic Feats and simply could not come up with two miracles (a normal + an Enhanced) that felt like the definitive ones. For example, I considered doing a 10 point (boost one attribute) and a 30 point (boost all three), then thought about doing a 30 points (+1d to all three) and a 60-point (+2d), and then several more. In the end, I decided that the "best" combination of the two would depend on the GM. So then it occurs to me that if I leave Heroic Feats as an obvious omission, it gives the reader/GM an easy opening to build his very first custom Learned Prayer! In other words, this is an advantage for which it is simultaneously (A) very easy to build a prayer from, yet (B) something everyone will want to take a slightly different approach to. When I realized that, I decided to consciously leave it off. So, while that may or may not have been a smart move, it was at least a willing one. :) Quote:
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01-28-2011, 03:47 PM | #15 | |||
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: GURPS Powers: Divine Favor
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01-28-2011, 07:25 PM | #16 | |||
Join Date: Jun 2006
Location: Spain —Europe
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Re: GURPS Powers: Divine Favor
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A further comment, almost a quibble, is that in Divine Favor Modifiers > Reaction Roll Modifiers (p.5), in the context of situational modifiers, there's "a serious situation" portrayed with people being in a life threatening situation; this is OK, but I miss the inclusion of threats to the god's plans in the category of "serious situations", too, in which the god would be more willing to act than usual: is far from uncommon for an "interventionist deity" to have goals, plans and even some especially dear objects and places that the god wants to protect, like important relics and shrines (*). Instead, the notion of a deity with "plans" going beyond just the welfare of people is only mentioned in the glum context of the box Good and Evil, Narrow Paths and Slippery Slopes (p. 12), that is mostly about unholy paragons and dark masters. . . .I'm aware of that this is in part a matter of assumptions, and I can come with my own ones, but still, this sort of thing is very characteristic of the type of god mainly focused in GURPS Powers: Divine Favor. Quote:
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(*) For a biblical (deuterocanonical) example, answering the prayers of the high priest Onias, God actively protects the treasures of the Temple of Jerusalem -the "footstool" of his presence- smiting Heliodorus. (2 Maccabees 3:21-28)
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01-29-2011, 03:22 AM | #17 |
Join Date: Oct 2004
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Re: GURPS Powers: Divine Favor
This is a great product. Had been hoping for something like this after seeing the treatment in Fantasy. One question: how would you handle a prayer that creates a blessed or consecrated item, or even a permanent holy might object? Lots of potential for item creation through prayer.
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01-29-2011, 03:48 AM | #18 |
Join Date: Aug 2004
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Re: GURPS Powers: Divine Favor
I'd handle it as a General or Specific Prayer. The blessed or consecrated item would be be paid for using Thaumatology's Devotional Enchantment rules (p.54) - in particular, Creating Character Points. Indeed, I'd rule that Divine Favor would be an acceptable substitute for Very Blessed for the purposes of Meditation, Holiness, or Study (p.53) in general.
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01-29-2011, 06:32 AM | #19 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: GURPS Powers: Divine Favor
Would you allow for characters to buy prayers at full cost, in order to use them simultaneously with other prayers?
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
01-29-2011, 08:27 AM | #20 |
Join Date: Aug 2004
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Re: GURPS Powers: Divine Favor
I don't see why not. If someone wants to dump that many points into Learned Prayers, more power to them!
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Tags |
clerics, divine favor, powers |
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