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Post by paulhodgson777 on May 3, 2016 20:37:40 GMT
Hey all! So in the next part of my campaign my characters are in another realm. Their gods have been pulled into this realm with them, but are weak and forgotten, and an evil deity rules the entire realm. I don't want to deny the players their spells, but how would you go about showing their deity is weak and struggling? As they gather up new followers the deity will increase in power, but in the initial stages they must realise their deity is low on power. I was thinking of a cumulative 10% chance per spell cast that I roll on the wild magic (or other random effect) table to show fluctuating power? Or perhaps they need to speak to x number of people about their deity per spell level? Like "preach" to one person for a level 1 spell slot, 2 for level 2 slot, etc... Perhaps some sort of extra religious ritual to "open the channel"... like painting designs on face and arms... could be interesting if their religion is banned? Or making small altars, climbing the highest tree... I'm low on ideas here... Thanks!
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Post by joatmoniac on May 4, 2016 3:58:21 GMT
Since we are just spit balling ideas I will toss out a few that came to mind. Granted they would certainly need refinement, but could helped spur you on! Playing off of your "preach" idea you could have it be a give to take kind of scenario where they are awarded spell points for each thing they do that they can then use, but they would still have the limit of the spells per day they can cast. ex: cleric goes to town and tells ten people about the diety, they now have 10 points, but at level one can spend all of those, so they might be good to go for a couple days. The other thing they could do is set up that altar, and you decide that 2 people per day see it, and now the cleric regens two spell points a day. You could also have that altar torn down, and add in the twist of "you don't feel the increase of power after resting" plot hook to go see why.
The other idea would be a spell failure percentage, and you could tone down the loss of the spell by instead making it minimum rolls with any dice involved in the spell. I love any chance to roll on the wild magic chart, but thematically that makes magic seem messed up rather than running low.
Those were the two quick ideas that popped into my head. Hope they help! Also, what kind of interactions are the gods having in this new realm, and what precautions are they taking to not be snuffed out by the evil guy?
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Post by paulhodgson777 on May 4, 2016 4:58:28 GMT
Thanks, some good ideas! Love being able to bounce ideas off fellow DMs here. I have taken away all the character's gear and armour, so the fighter types will be inconvenienced until they get some new gear, so I guess giving similar limitations to the magic types will be in a similar vein. I am planning on giving each character an item that grows in power through the campaign, so instead of getting better stuff all the time, the stuff they have will get more powerful. I used to play an RPG called Midnight which had a lot of these ideas, loved that game and want to bring the feel of it into this section of the D&D campaign. On the percentage idea, the wild magic does seem a little "odd", so perhaps a % to see if the evil god notices their spellcasting? And if there is a wild magic surge, the extra power is accidently drawn from the evil deity...?
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Post by Deleted on May 4, 2016 6:22:30 GMT
I think there's a lot of stuff you can do narratively to emphasize the weakness of the gods without ever dipping into mechanical representation of the fact. I'd exercise caution in changing mechanics. Yeah, a fighter losing his favorite magic weapon and armor is hamstringed, but he regains most of his effectiveness once he acquires even mundane weapons armor. Acquiring a god (or rather, restoring one) isn't such a simple matter. I don't think your PCs are being equally inconvenienced with the systems proposed so far.
The way I would probably run this scenario is for the god to announce to the PC cleric (probably via dream or communion in prayer) that he must promote the faith. As long as the cleric is putting at least some effort into it, his magic operates normally... that is, the god is making sure his representative has the resources to perform his ordained quest.
Neglecting his duty would have consequences. I think I would begin by barring access to the highest level spells (while retaining spell slots to fuel lower level spells) unless they are used to directly promote the faith. I would generally make an exception for spells used in combat, as the god should be smart enough to realize a dead cleric can't promote the faith at all.
Briefly, it seems like you're approaching this as a matter of regaining spell utility, whereas I would approach it as a matter of retaining spell utility. Weakened or no, we're still talking about a god here. He can have enough juice to power a single representative if you feel that's fitting for your setting, and your player might like the "chosen one" schtick.
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Post by paulhodgson777 on May 5, 2016 6:58:17 GMT
Awesome, thanks guys!
PS. joatmoniac, on the podcast I always thought your name was JOKE-moniac... haha!
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Post by joatmoniac on May 5, 2016 15:36:57 GMT
Amazing! People who know me personally would probably say that is more true than Joatmoniac.
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