04-22-2015, 01:47 AM | #11 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Alternative Clerical Magic
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04-22-2015, 01:55 AM | #12 | |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Alternative Clerical Magic
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04-22-2015, 03:22 AM | #13 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Alternative Clerical Magic
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In the pseudo-world in which a standard Monster Hunters campaign takes place, or the like, it doesn't matter if the GM gets it wrong and 1% of the time designates an Effect as Lesser even though it should have been Greater. But if the world is defined by the absence of non-subtle magic then an error rate of 1%, heck even 0.1%, is unacceptably high. That's why going with a GURPS Powers-based approach, where everything is decided in advance of actual play, will help to maintain the world 100% as it has been defined. |
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04-22-2015, 11:29 AM | #14 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Alternative Clerical Magic
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04-22-2015, 07:58 PM | #15 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Alternative Clerical Magic
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04-24-2015, 09:40 AM | #16 |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Alternative Clerical Magic
If it is supposed to be subtle, I'd probably be looking at a Divine or Pact limitation on various, non-overt Advantages. Luck based Advantages have been mentioned, probably with an additional Limitation to aspect the Luck to a particular gods' sphere of influence. There are plenty of subtle things like Intuition, Danger Sense and even perhaps Talents (unless there's a rule against that =P) which could easily demonstrate how a god has favored a particular follower.
Many mundane Advantages work as well; something like Very Fit (especially if allowed under circumstances where it normally wouldn't), mundane Resistances, etc. all make sense for a god to bestow upon the faithful if it can be justified as a part of that god's domain. I mean, keeping your followers healthy and helping them live longer isn't flashy but it seems like a good way to grow your worshiper base not just by giving a benefit, but giving a practical one ("Followers of the god of health seem to live longer, heal a bit faster, have more energy, take ill less often and be a bit more virile than others", at least while they perform the rites that demonstrate their dedication to their god."). Heroic Feats don't have to be flashy, do they? I mean if periodically someone seemed far healthier, better coordinated or stronger than they look but only for at most 18 seconds, if you aren't trying to be flashy with it, it won't be obvious. I mean, even from a metagame perspective a lot of what you could accomplish with Heroic Feats you also could accomplish by simply being fortunate in real life with your die rolls.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
04-24-2015, 01:54 PM | #17 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Alternative Clerical Magic
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As for Luck, it should usually be Aspected to the portfolio of the god granting it (noting that historical polytheistic gods tend to have sprawling and confusing portfolios, rather than the clear-cut ones that D&D type gods have - it's my vague impression that Catholic saints are comparable to polytheistic gods in terms of portfoliolic inelegance), with gods of monotheistic faiths tending to grant unAspected Luck, and probably tending more towards Modular Ability, i.e. flexibility rather than specific effects. Although the ideas in my posts in the thread I linked to are meant to be used in a polytheistic framework and often won't be very exciting for monotheism since that tends to boil down to one humonguous perform-any-miracle-needed Modular Ability - both expensive and boring. (Note also that Modular Ability will have the same potential-but-devastating problem that using RPM has, if used in an improv fashion, instead of all possible types of effects being decided ahead of time. Deciding ahead of time should be perfectly doable for polytheism (once for each god), but strikes me as requiring a lot of effort for monotheism.) |
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cleric, divine powers, magic |
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