09-09-2018, 05:57 PM | #1 | |
Join Date: Dec 2017
Location: behind you
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Priests and Paladins
The Golden Priest said:
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Nothing specific yet, but here's my plan to implement Priests and Paladins: A Priest is simply a Wizard holding a religious office of some sort or is part of some cult. As such, his "staff" must be a holy symbol. If merited by the specific religion or cult affiliation, the "staff" may be made of other materials. He can learn spells from any scroll (normal or religious) but he may find himself branded as a heretic and cast-out if his cult or religion disapproves of the spell or how he obtained it. The same can be said of any of his behaviors and associations with other (N)PCs. For the most part, the XP costs and rules governing Wizards are the same rules applied to Priests but with a different "set and dressing". In most cases, the religion or cult dynamics can be approached as if it were a guild. Some portion of his 'loot' must be given periodically to his 'guild' or there will likely be consequences. However, the Priest may be the sole member of his religion/cult. Perhaps his religion was inspired by a divine vision or perhaps he is simply trying to start a new religion. He/she might even be looking to create a flock of his own to fleece. A Paladin is simply a non-wizard (Hero, Adventurer, Fighter, whatever you want to call them. I like the term 'Martialist' myself) that is affiliated with a religion or cult. A Paladin cannot simply start his own religion or cult. There must be at least one Priest from which he receives his sacraments. He can only learn his "spells" from a Priest of his religion or a scroll made by a Priest of his religion. For the most part, the same XP costs and rules governing non-wizards are applied to Paladins, however he may have similar "guild" obligations as that of the Priest. In game, either of these guys/gals could be referred to as a "cleric" or any other label you want to slap on them. Most existing spells can be "window dressed" as "religious powers" very easily. New/additional "spells" could be created specifically for a particular religion/cult by a Priest of that particular religion or cult. I'm quite sure some commonly used additional "spells" would be Turn Undead and Create Undead. Most religious or cult-ural aspects of a game are going to be campaign-specific, a matter of "flavor", and at the GM's discretion. Last edited by platimus; 09-10-2018 at 03:34 PM. |
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09-10-2018, 08:55 AM | #2 |
Join Date: May 2015
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Re: Priests and Paladins
Yes, though in cases where there is a spell that is fairly powerful and high-IQ that is supposedly limited by costing the wizard fatigue, both Drain ST and perhaps more importantly, the IQ 9 Aid spell, can greatly accelerate the use of such a spell if you have enough subjects and/or apprentices to get more fatigue from.
The new Staff-as-ST-Battery and the new Healing spell (unless SJ fixes it) both have this issue, which seems problematic to me in two ways: 1) The design intent and GM assumption that these spells are limited to use at a certain rate by PCs and NPCs may be incorrect, and the players and/or GM may realize this after a campaign has been played for a while, leading to one of those weird situations and retcon temptations where you have to figure out what to do with the knowledge that every wizard with these spells is being much less effective than they could be unless they gather a bunch of people with Aid, have their friends and minions all learn Aid, and spend lots of time managing channeling ST to the wizards with these spells. 2) Tracking who is resting when, who's casting Aid on whom all day long, who's resting when, etc., is pretty fiddly and cumbersome. And I say that as someone who has a LOT more tolerance for such things than almost anyone I know who's still interested in TFT rather than GURPS. This creates a tension where there is a very effective way to multiply the effectiveness of a wizard (and/or healing wizard) but it's also annoying to track it and weird/undesirable in that the effectiveness of a wizard is multiplied by how many apprentices they bring with them and how well they schedule their resting and use of Aid spells. |
09-10-2018, 12:42 PM | #3 | |
Join Date: Dec 2017
Location: behind you
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Re: Priests and Paladins
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09-10-2018, 02:26 PM | #4 | |
Join Date: May 2015
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Re: Priests and Paladins
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I was expanding the observation to similar use of the Aid spell (which is more efficient than Drain ST, but you'd tend to have allies use it) and the Healing spell (which similarly is supposed to be limited in rate by the ST cost, but Drain ST and Aid can divide down that limit if people get organized in how they rest and use those spells). |
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09-10-2018, 02:46 PM | #5 | |
Join Date: Dec 2017
Location: behind you
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Re: Priests and Paladins
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staff of power |
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