03-16-2012, 05:47 PM | #11 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Divine Favor
Meet Cadmus:
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Right now, he's an interesting mix, but he's not a very good fighter compared to the ST 14 gargoyle warrior with Weapon Master or the ST 17 faun barbarian, he's not the healer that the Mystic Theurge is (nor does he have the breadth of spells to cast), the Infernal Scout can pepper targets with 2 arrows per turn at range, and our thief is all social and sneaky and stuff. Note we're playing with an altered Disad limit, and I'm at it; only jiggle the positive points! So poor Cadmus is a second-rate fighter, a backup healer, and doesn't have any special powers vs. the Undead (which was supposed to be his niche, but it seems to have gotten lost in the chargen shuffle). Toning down his Learned Prayer: Lay on Hands to the above version by RPK and dropping to DivFav 6 would free up points for either more holy abilities or more smackdown. I'm open to suggestions!
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03-16-2012, 06:14 PM | #12 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Divine Favor
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03-16-2012, 06:24 PM | #13 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Divine Favor
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I have no issues in any case with non-integer values of speed, since it can (as above) give a vital edge in some cases. What I'm really looking for, as I said in my post, is jiggering with the POSITIVE points. Specifically: * I want to be as good a fighter as possible, while * Maintaining an actual edge/niche as a kicker of Undead coccyx, and * Having utility as a backup healer in case Brother Michel, our primary, goes down
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03-16-2012, 06:25 PM | #14 | |
Join Date: Aug 2004
Location: Austin, TX
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Re: Divine Favor
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Your character can reliably heal a person for 24 points of damage, recovering the damage in 34 minutes. How is my character a better healer? And well my character has more spells, your character has MIRACLES. My character casts Shape Water, your character can potentially part the oceans. That's a fair breadth of supernatural ability. |
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03-16-2012, 06:35 PM | #15 | ||
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Divine Favor
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03-16-2012, 07:07 PM | #16 | |
Join Date: Nov 2009
Location: Oregon
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Re: Divine Favor
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03-16-2012, 07:17 PM | #17 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Divine Favor
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03-16-2012, 07:23 PM | #18 |
Join Date: Nov 2009
Location: Oregon
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Re: Divine Favor
Oh, definitely. But as noted, while they are quite cheap for their potency, they also require a correspondingly large investment in Divine Favor itself. So it's nice to get use out of that advantage too, beyond just as an Unusual Background for learned prayers.
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03-16-2012, 07:38 PM | #19 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Divine Favor
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I was not knocking the Divine Favor advantage so much as pointing out why his LP would be effective. Since he was thinking they made him weaker then the primary healer. However as he notes the Mystic does have more versatility. A spell buy in is 1 point, few LPs are that cheap. So as with most Magic as Powers schemes you get a lot of reliability and power but not as much versatility for the same price as most of the magic systems. For Priest types I think that works out fine though. |
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03-16-2012, 07:52 PM | #20 | |
Join Date: Sep 2004
Location: Canada
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Re: Divine Favor
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On the petition roll, in a DF-type situation: You can pretty reliably get +2 if you shout and have five minutes to spare, +3 if there's time for 2 hours. 2 hour setups are likely to be "Well crud, the entrance to the dungeon caved in" or "This puzzle lock door is two feet thick of steel and we're running out of ideas" or "The orks cut the bridge! Now how do we cross the Impassable Chasm of Doom!?" type situations - ones where there's a big problem, but it's not immediately stabbing anyone. DF2 has notes about reconsecrating dungeon altars - that would kick them over to a temporary Holy Area, for another +1. It's also an Amusing nod to nethack. In a dungeon we're unlikely to find a high holy area but stranger things have happened. Ditto finding 25+ devout servitors of Pharisma. So just wandering around, you can probably count on +2 reliably, and possibly up to +4. In Towns you might be able to get that up to +6 (or even +7 or +8 if it's a major temple and 1000 worshipers turn out...). My advice is bet on +2 Out Of Town, and +4-5 In Town. As noted in the Warrior Saints article, if you're petitioning in persuit of a Higher Purpose, the bonus applies here too. [1] An idea is to talk to Nate about getting a Gadget that' gives you a level or two of Divine Favor - a holy relic that gives you better Pharisma Reception :) A particularly variant idea is to wadd up ALL your Divine Favor into a Holy Symbol, Can be Stolen, Can be Broken, Can be Replaced, Doesn't Work Immediately for the thief - nearly stereotypical AD&D cleric powers there - your stuff doesn't work without a Focus item, but you can get a new one from a temple. This can make it a LOT cheaper, but will also mean that you'll periodically be deprived of your powers until we reach a new temple of Pharisma, which is kind of sad. DR 3-5, -15% Requires inconvenient time/effort to replace (temple only), -15% SM -6 for serious bling holy symbol, -10% or SM 7 for a merely impressive 5" one, -5% Can be stolen by stealth or trickery (not immediately useful), -10% Potential total of -50% (-45% if it's 5" instead of 8") which would drop your points already spent on Divine Favour down to 34 from 68 (not counting downgrading your heal) - the difference could buy you more Divine Favour reliability, which also unlocks more learned prayers that can be used for general kick-butt-itude. I strongly recommend Righteous Fury (Divine Favor 7) or Guide my Hand (Divine Favor 8) from Antoni's Warrior Saint article if you want to refocus on some (general purpose) combat ability. However with those points you could bump up to Divine Favor 10 and get Holy Fire to REALLY explode the undead...
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Tags |
divine, divine favor, holy, priest |
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