02-04-2011, 06:11 PM | #71 |
Join Date: Jun 2006
Location: Spain —Europe
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Re: GURPS Powers: Divine Favor
No, it's more than that: it's a funny one.
LOL, this is going to run in circles. [Sorry, I'm highly sensitive to naive puns]
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02-08-2011, 05:57 AM | #72 |
Join Date: Nov 2007
Location: Sydney
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Re: GURPS Powers: Divine Favor
yeah it is pretty good.
I really like having one more worked example to compare to psionics. (but maybe a sample character as per PP would have have been nice) Here looking forward to the other 'powers' books on the list. Last edited by lachimba; 02-08-2011 at 06:35 AM. |
02-08-2011, 08:02 AM | #73 | |
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Join Date: Oct 2007
Location: Europe
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Re: GURPS Powers: Divine Favor
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02-08-2011, 08:08 AM | #74 | |
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Join Date: Oct 2007
Location: Europe
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Re: GURPS Powers: Divine Favor
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The whole prayer thing is problematic, given that some historical or pre-historical religions had no tradition of prayer whatsoever, but instead used sacrifices (and other equally non-prayer-like rituals) to attempt to communicate with the gods. It would be a mistake to try to use GURPS Divine Favor to simulate some of those religons, e.g. the prehistoric Norse one; they're much better handled in other ways (Powers, or more likely something similar to GURPS Psionics Powers, using Religious Ritual and Poetry as control skills - I think that could be made to work in GURPS). Still, it would have been nice to have rules for sacrifices that tied in with Divine Favor, for GMs who want to create ahistrical mix-and-match religions that use both prayers and sacrifices (and I'm not even sure if that is 100% ahistorical... didn't Judaism at one point have prayer and sacrifice simultaneously?. |
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02-08-2011, 08:11 AM | #75 | |
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Join Date: Oct 2007
Location: Europe
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Re: GURPS Powers: Divine Favor
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Clearly., the Learned Prayers can just be toned down a lot (to give smaller bonuses), which lovers their point cost, but what about the core cost of the Patron? How should that be changed? I'm thinking one possibility would be to ask how the Patron would be Limited if the result was capped at Good and can never be better. I think that would be a reasonable fit for my preference. |
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02-08-2011, 08:15 AM | #76 | |
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Join Date: Oct 2007
Location: Europe
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Re: GURPS Powers: Divine Favor
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It's just a question of dumping the spells and going more Powers, though, so a supplement fixing up the Druid would boil down to a long list of lovingly tailored Powers. One minor problem would be whether it should be a D&D-shaped druid for Dungeon Fantasy, or a much more historically and mythologically authentic druid for use in serious historical fantasy. A bigger supplement could do both, but it doesn't seem that SJ Games operates that way. |
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02-08-2011, 12:18 PM | #77 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: GURPS Powers: Divine Favor
I just noticed an oddity. The cost for Patron comes up to 57 before taking into account frequency of appearance. However, that comes out to 29, 57, 114, and 171 for the standard frequencies of appearance. Divine Favor "rounds to the nearest 5 points" but gives 25, 55, 110, and 170. I assume this was a conscious decision to get a steadily progressing incremental cost.
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02-08-2011, 12:23 PM | #78 | ||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS Powers: Divine Favor
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Limited Manifestation: For whatever reason, your god cannot bring His full power to bear on our material plane. For game purposes, this caps the maximum effective reaction that you can roll and the strength of the learned prayers you can obtain. Limited Manifestation, Very Good is -20%; Good is -40%; and Neutral is -60%. This limitation only applies to the cost of Divine Favor -- not to any learned prayers! This way, the GM could allow a weak version of Divine Favor for a more realistic, subtle game. I could see a preacher with Divine Favor 9 (Limited Manifestation, Neutral, -60%) [22] and several learned prayers, all only minor blessings. That limitation might be worth more, but at the same time, I'd hate to make it too cheap to be able to easily get your god's attention, even if His actions are limited!
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02-08-2011, 12:31 PM | #79 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: GURPS Powers: Divine Favor
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Anyway, don't sweat small differences too much, here. Divine Favor is a new, standalone advantage, not a worked example/ability -- which is why I didn't give an actual breakdown and statistics line for it. Think of it as "inspired by the Patron advantage with these modifiers," if you prefer. :)
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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02-08-2011, 12:42 PM | #80 | |
Join Date: Aug 2004
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Re: GURPS Powers: Divine Favor
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Tags |
clerics, divine favor, powers |
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