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#1 |
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Join Date: Dec 2013
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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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#2 |
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Join Date: May 2013
Location: Ellicott City, MD
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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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#3 | |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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Quote:
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#4 | |
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Banned
Join Date: Oct 2007
Location: Europe
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Quote:
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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#5 | |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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#6 |
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Banned
Join Date: Oct 2007
Location: Europe
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#7 |
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Join Date: Feb 2009
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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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#8 |
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Join Date: Sep 2004
Location: Chicago
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Have you looked at GURPS Powers: Divine Favor? That may be just what you're looking for.
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#9 |
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Join Date: Dec 2007
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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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#10 | |
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Join Date: Nov 2005
Location: Yelm, WA
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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.
__________________
Trentin C Bergeron (trechriron) |
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| Tags |
| cleric, divine powers, magic |
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