From: Mystic Musk Ox (MAB@sa750.rl.ac.uk)
Date: Wed 01 Sep 1993 - 13:23:00 EEST
Some thoughts from the game I am currently running, experimental rules...
Temples/Power
On the high holy day, the priest/s lead the ceremony. Priests may contribute
as many mp as desired, initiates may donate 1mp each. This amount is totalled
and every 100 points gives 1 POW for use within the temple (much as currently
in the rules). However, these points are not just for temple defence, but
are retained for allocation by the High Priest of the Temple. At the moment
I'm assuming they are available on a basis like the RunePower system (ie the
effect is chosn when the points are allocated), but they could be allocated
as for normal spell if people felt happier with that. Anyway, the point
is that this give the Temple a fund of points to use, which can be used to
defend the temple (as per RQ rules currently), OR to provide spells for
casting by the priests, with the High Priest saying ok. Used points regenerate
at the rate of 1/day. Points are only useable within the Temple, or maybe in
related areas for such as Bless Crops etc.
I'm also thinking that maybe the points could be used as permanent POW,
with any points so used from the 'account' not regenerating until the new
allocation on the High Holy day. This might cause a rush to spend points
before the next High Holy day though.
e.g. Temple gets 515 mp on the high holy day. This gives 5 points of divine
magic allocatable by the High Priest. If 3 points are used (say) on an
emergency Resurrection, then 1 point regenerates per day until back to 5.
If 2 POW used to enchant an item, then the Temple is only regenerating
back up to 3 points until the next high holy day, when the points are
recalculated as normally.
Thus a temple has a fund of points dependant on the number of worshippers.
This provides encouragement for the priests etc to get people to attend.
In return, the attendance gives the temple more points to cast throughout
the year to help the initiates/worshippers of that cult. And it gives the
High Priest a bit more responsibility!
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Healing
So far, I have been using the idea that Heal can only be used once per
wound. However, I want to try the idea of First Aid being boosted by
spirit spell 1pt/mp, and no seperate Healing spirit spell.
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Fatigue.
I found that keeping track of short term fatigue proved a bit of a pain.
So, I figured how about:
1/ calculate the effects of LT fatigue at the start of a melee (as usual)
2/ ignore ST fatigue during a combat
3/ after combat is over, require all participants to make another LT
fatigue roll, or drop another LT level. (It seems to me that being
tired always hits me once I stop doing something!)
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Enhance/Improve (Cult Skill)
Cults now teach these spells along with their other spirit spells, for
1/ Make all spells operate at the Improve(Skill) level, or
the skills that they test as initiate requirements.
They all have the effect of +5%/mp in the spell.
Some have a difference eg Silence is similar to Improve(Sneak), Silence
is +15%/mp, Bladesharp is similar to Improve(Wpn Attack), except for the +1
damage per level. I figure either:
2/ say that cults teaching the specific spirit spells eg Silence, Bladesharp
get that effect, and any others merely get the Improve(Skill) spell.
Thus War cult gets Bladesharp, but Underworld God gets Improve(Wpn Attack).
Healing spells taught by Healer cults give +5% to First Aid and +1 healed.
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Comments?
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PS: Does anyone have any information about the cult of Gark the Calm?
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