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Found 1 result

  1. Edit : I have bumped this as I think it is pertinent to the current balance issues with player deities. A solid system that groups certain spells and restrictions together might work well and allow for a much more balanced approach to player gods. Edit (2016 edition) : Self balancing player gods, self balancing new spell sets, whats not to like? Added in an extra example spirit for mag, again in no way asserting balance. This suggestion is a complete rework of the current faith system, hopefully keeping it lore friendly. Underneath each god there are spirits/angles/demons/whateveryouwantocallthem. Some spirits (my preferred term) serve multiple gods. Each spirit offers a certain set of spells and abilities in return for some restrictions, these abilities are linked to two factors : 1. Faith (gained by praying at alters to your god) 2. Devotion (see below) Devotion being a person's relationship with that spirit, how often they pray at alters dedicated to that spirit (alters dedicated to spirits generate no domain but can only be built in the domain of their god, they decay quickly if that domain is gone for too long), or perform tasks for that spirit (both small and large quests), breaking the rules of the spirit lowers devotion rather than faith. Higher level spells/abilities require both faith and devotion. Non-priests may achieve high devotion levels with their spirit (no cap for premium, 30 cap for ftp). One can make 1 (one) pact per 20 faith, revoking a pact loses the player 20 faith (and all devotion with that spirit of course). Nothing too big for a non-priest but enough to make priests really think about their choices. Each spirit is linked with a craft (or sometimes 2), non-priests will gain a decent experience bonus in this craft for having a pact with the spirit as long as they abide by the restriction put in place by the spirit (essentially bonus is based on devotion). Priests have this craft unlocked for them to follow as per normal, imping and all. Some spirits dislike one another, and pleasing one will upset the other if you have pacts with both (resulting in MUCH slower devotion gain and the inability to get to the highest levels of devotion). This is in place to balance overpowered combinations. When a player priests up they lose the ability to improve and continue constructions, however this is the only universal restriction set imposed. They also gain some "minor" spells of their god, bless and the like. They also gain any spells that their pacts allow them. Example Spirit : Whisp Gods : Fo Main Restriction : Inability to equip metal weapons. Craft : First Aid/Alchemy Bonuses : Increased healing rate in fo domain (>25 allows medium wounds to heal over time, >50 bad wounds, >75 serious wounds) Spells : Heal Light, Heal Medium, Heal Serious, Heal, Light of Fo (devotion >25 required as well as faith), Refresh, Life Transfer (devotion >50 required as well as faith) Example Spirit : Gnome Gods : Mag Main Restriction : -1 CR aboveground Craft : Weaponsmithing Bonuses : Increased CR on rock tiles (including underground) (+1 per 50 devotoin (max of +2 underground or +1 aboveground)) Spells : Magnaron's Shield, Goat Shape, Disintigrate (>25 devotion & faith), Strongwall (>50 devotion & faith) This is just an example spirit and in no way balanced. The pro of this is someone running a priest can choose how restricted they are, gaining more spells for the restrictions. Priests become a lot more personalized and faiths become more useful. It will allow devs to add new spellsets (new spirit) more easily. It will also move priests into the domain of mainable characters, still restricted and different, but with their own unique style of play. The con is that it is a HUGE change and balance will take a long time to set up. What do people think?