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Old 04-16-2015, 12:37 PM   #1
Modric
 
Join Date: Dec 2013
Default Alternative Clerical Magic

I'm currently evaluating alternatives to the Basic Set's Clerical Magic rules. By way of background, I'm adapting GURPS to a low fantasy world I'm creating. I want to avoid the traditional "Cleric" trope of D&D and its clones. Conceptually, I want priestly-types to have some divinely granted abilities but I want to avoid
"cure light wound" spells and the like. In this world, the gods are aloof and not very active. I'd like divine magic to be more subtle.

My thought was to designate certain advantages to be selected only by clerics/ priest and forego spells. I'm not sure if anyone has used this or if it works. I've picked up Divine Powers and giving that a read through. Any suggestions would be appreciated.
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Old 04-16-2015, 12:41 PM   #2
Nereidalbel
 
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Default Re: Alternative Clerical Magic

Ritual Path Magic may not be a bad way to go, if you want to avoid magic being overly flashy. Slower casting times, even for Adepts, and the lack of spells being pre-determined by an author 20 years ago is not a bad thing. Just limit clerics of certain deities to certain Paths, and you're set.
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Old 04-22-2015, 02:55 AM   #3
Anders
 
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Default Re: Alternative Clerical Magic

Quote:
Originally Posted by Nereidalbel View Post
Ritual Path Magic may not be a bad way to go, if you want to avoid magic being overly flashy. Slower casting times, even for Adepts, and the lack of spells being pre-determined by an author 20 years ago is not a bad thing. Just limit clerics of certain deities to certain Paths, and you're set.
That's not how I'd do it. I would make a Path of Thor, a Path of Odin, etc. And if I wanted subtle I'd limit them to Lesser Effects.
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Old 04-22-2015, 04:22 AM   #4
Peter Knutsen
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Default Re: Alternative Clerical Magic

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Originally Posted by Anders View Post
That's not how I'd do it. I would make a Path of Thor, a Path of Odin, etc. And if I wanted subtle I'd limit them to Lesser Effects.
The problem is that distinguishing between Lesser and Greater Effects is non-trivial for the GM, when it's done during play.

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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Old 04-22-2015, 12:29 PM   #5
johndallman
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Default Re: Alternative Clerical Magic

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Originally Posted by Peter Knutsen View Post
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.
Normal mortal GMs make mistakes, Peter. And Powers doesn't nail things down as tightly as you claim, although it is more precise than RPM.
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Old 04-22-2015, 08:58 PM   #6
Peter Knutsen
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Normal mortal GMs make mistakes, Peter. And Powers doesn't nail things down as tightly as you claim, although it is more precise than RPM.
You missed my point.
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Old 04-16-2015, 12:46 PM   #7
Kalzazz
 
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Default Re: Alternative Clerical Magic

I really like using Divine RPM with a few changes

Specifically, use Theology as the base skill and require Clerical Investment

Also allow appropriate higher purposes like 'Cleric of Apollo'

If you are feeling REALLY into doing a ton of brute work you can tweak the greater/lesser splits for clerics vs mages or even by deity!
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Old 04-16-2015, 12:50 PM   #8
RobKamm
 
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Default Re: Alternative Clerical Magic

Have you looked at GURPS Powers: Divine Favor? That may be just what you're looking for.
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Old 04-16-2015, 12:56 PM   #9
David Johnston2
 
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Default Re: Alternative Clerical Magic

Quote:
Originally Posted by Modric View Post
My thought was to designate certain advantages to be selected only by clerics/ priest and forego spells. I'm not sure if anyone has used this or if it works. I've picked up Divine Powers and giving that a read through. Any suggestions would be appreciated.
Divine Powers is not of course subtle. If you want subtle, go with True Faith and Serendipity (maybe Oracle) and leave it at that.
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Old 04-16-2015, 04:10 PM   #10
trechriron
 
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Default Re: Alternative Clerical Magic

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Originally Posted by RobKamm View Post
Have you looked at GURPS Powers: Divine Favor? That may be just what you're looking for.
Agreed. It's a really great way to approach divinely inspired abilities.

Quote:
Originally Posted by David Johnston2 View Post
Divine Powers is not of course subtle. If you want subtle, go with True Faith and Serendipity (maybe Oracle) and leave it at that.
I think if you keep things limited to lower point cost prayers, and maybe even skip learned prayers, it would fine. You have to take more time to pray, and the abilities don't get out of hand. They remind me more of traditional rituals that clerics would perform.
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