jcod
Blades of Sol
Posts: 51
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Post by jcod on Sept 23, 2021 15:45:26 GMT -5
The Preacher channeling the power of those that don't have mana transfer I think makes more sense than what you currently have. I like the idea of the Preacher facilitating that mana transfer. This could lead to say the casters trying to cast a powerful ritual or cleansing and at the same time you have a Preacher giving a sermon or something similar. Involving more people seems nice, but it also makes the whole ritual/cleansing more fragile as more people are devoted to helping it, increasing the surface area of potential attack and decreasing potential defense.
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Post by Basil Gavras on Sept 23, 2021 15:45:39 GMT -5
For enhanced meditation: perhaps we move it up to four spellcasters as they are no getting the benefit like a weaver does.
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blrich
Broken Blade Company
Posts: 17
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Post by blrich on Sept 23, 2021 16:21:12 GMT -5
Conduct divination seems weird on a trade meant to do sermons. Just my two cents on that.
How would inspired protection and ward of Divinity work together? Would it have to be explicitly stated which is occurring before the sermon starts? Maybe inspired protection could have an alternate use that encompasses ward of Divinity so that either/both can occur within the same 10 minutes. The mana would still have to be spent, and it would allow more to benefit.
Ward of Divinity would need a rework. Maybe allow purple beads to represent an aura that negates forced movement once?
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Post by Basil Gavras on Sept 23, 2021 16:35:26 GMT -5
Conduct Divination is perfect for a Divine spellcaster, which a Preacher is of the highest possibility.
Inspired Protection and Ward of Divination should not be allowed to be done at the same time. They should need to be done separately for ease of tracking, but also thematically since the desired outcome from the deity is different. This makes it less efficient but that's fine. We don't want it to be too efficient.
Ward of Divinity (in my version) is not meant to interact with the Arcane. We never see Divine magic be able to protect against it before and so shouldn't do so now. Instead, it should allow for a second protectio aura to be cast on another character, something that can't happen now.
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Post by kduckman on Sept 23, 2021 19:20:29 GMT -5
You know, my initial, very biased thoughts were all on board for divine magic finally getting some sort of defense against the arcane, but yeah, the more I think on it, the more I'm okay with it being totally separate. Arcane can't put mage armor on others (unless you count weaver auras, which are objectively less useful than mage armor), but divine casters can give people Protection. Lots of it, if they're a Preacher! So yeah, I'm totally on board for focusing on just tweaking and enhancing the things a cleric can already do, rather than giving them entirely new tricks. After all, if you really want to be able to counter the arcane, nobody is stopping a cleric from being a Weaver.
But yeah, if clerics can't regain mana when they are enhancing others' meditation like a Weaver can, they should be able to help more people to keep it balanced. Or just copy the weaver guided mediation verbatim. Either way.
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Post by Alister Dark on Sept 24, 2021 18:40:36 GMT -5
Rethinking Ward of Divinity - instead of having it be an "anti-magic" aura, instead having it be able to place a 2nd protection on others. That'd make more sense, I was laughing to myself thinking of the prospect that the individual with this anti-magic aura were to die, they would waste a divine spell to save them.
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Post by Jacob Veldhuizen on Sept 26, 2021 22:48:26 GMT -5
10 minutes is a long time to talk. It means doing a lot of work beforehand to have that much to say. I'm thinking about if I were to have Elegast take it and talk about Lunara for 10 minutes, there's not all that much actually written about her so I'd have to make up a bunch of stuff or tweak real religious sermons. 10 minutes for meditation isn't that big a deal, but 10 minutes of solid, straight monologuing isn't an easy task. And that's if you didn't do a second sermon and didn't want to repeat yourself. Maybe I'm thinking too narrowly and in the Judeo-Christian tradition, so perhaps there are broader avenues for what constitutes a sermon. I also didn't math anything out to see if it would be too overpowered if we cut the time down, this was just my first reaction.
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Post by CaptainM on Sept 29, 2021 11:20:33 GMT -5
The way I've been thinking about giving the sermon is more broken down. Like the idea I had was just adapting some medieval stories, telling one as a teaching tale for 5 minutes and then breaking it down more for another 5 minutes. The other thing I think of is the an element of ceremony or ritual could easily be a part of the sermon to help add to the time as well.
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Post by kduckman on Oct 15, 2021 8:29:38 GMT -5
I'll be honest, I hadn't considered how difficult a ten minute sermon, let alone multiple ten minute sermons, might be for in-game faiths that aren't Arnath (plentiful source material and stories of deeds to turn into sermons there). Good point, def worth keeping in mind.
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Post by Jopper13 on Oct 22, 2021 9:34:19 GMT -5
What if we look at the "Sermon" not as something that has to be done every single time to do X, Y, Z abilities but is instead something that has to be "charged" before other abilities are able to be done?
For example, we have "Light the forge" for a blacksmith, requiring them to spend some time setting up and preparing to do their trade. Consider the 10 minute sermon something that a Preacher can do, and once completed they are able to "unlock/use" the other abilities.
Example: - Preacher sets up in an area, delivers a Sermon to a minimum of 5 people. - Once completed, they wear something to show this (silver beaded necklace, stole/scarf, religious writings, etc) to show their sermon allowed a stronger connection to divinity. - The higher abilities (group protection spells, enhanced cleansing, etc) become available to do and could have much shorter prayer/incantation requirements.
Basically the gist is that a Preacher can do some nifty things, but if "empowered by conducting a sermon" they get access to more stuff?
EDIT: I also like the ideas for Ward of Divinity but I am still in favor of it being some sort of magic counter. Perhaps making someone "resistant" to magic for a single day in some way or just using purple beads and having it either soak up the next spell or the next spell when called (as in, you can choose when to activate it and use it up... so a single flare/push spell doesn't pop it. This could also make Dispel Bolt more viable to reduce these "Wards" for other casters)
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Post by kduckman on Oct 22, 2021 9:42:10 GMT -5
Oooh, I like it. On the nitty-gritty side of things, silver beads seem easiest; clerics (should) already carry them, and they're not used as necklace auras for anything else, so might as well. A stole/scarf/talisman of some sort would probably be more thematically satisfying, though.
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blrich
Broken Blade Company
Posts: 17
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Post by blrich on Oct 23, 2021 13:51:29 GMT -5
If preacher sermon would unlock the other "tiers" of abilities, I would suggest taking away the divine magic prerequisite and making the higher tier abilities benefit those with level 3 divine, which could include the preacher. Afterall the real world preacher archetype started as a punch of non-ordained evangelical folk who "found the spirit" and traveled around having tent sermons and revivals and such. It would add an rp dynamic for pcs that don't want to use divine magic but still want "religious" things to do.
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blrich
Broken Blade Company
Posts: 17
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Post by blrich on Oct 23, 2021 13:53:15 GMT -5
Also, in that light, maybe having a mechanic that let's a cleric have a 1 in 10 chance of miraculously healing a maim. Or perhaps only temporarily healing it long enough for a less scrupulous individual to get out of town... 😄
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Syms
The Golden Hand
Posts: 1
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Post by Syms on Jul 8, 2022 0:57:30 GMT -5
Perhaps the Old World event would be a great opportunity to test this out, perhaps an ability to mass bless weapons to aid in its use in that context.
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Post by Aladrin Greywood on Sept 30, 2022 12:34:11 GMT -5
I like a lot of the ideas that have popped up here. I'm not a caster, but as a non-caster I can at least give some thoughts on how it looks as a support class:
So, is this a cost to the person GETTING the protection? Because that would limit it to Syndar or Arcane/Divine people who have mana. The people I would pre
I like this a lot.
It would really have to affect more than one person for it to be usable. 10 minutes to increase one person's mediation doesn't sound like a useful skill unless it COMPLETELY restores it. The other side of this is a sermon for one person isn't sermon and more of a pep talk. Definitely multiple targets. Also, one lore/immersion take on this: what about the sermon topic? If the Preacher is a trade still, I would imagine the preacher would be preaching from their own deity. Would someone who worships a different deity be interested in sitting in for 10 minutes? Would THEIR deity allow them to receive a blessing from another deity? How would Ulven males take this?
Oh boy this is.....REALLY powerful. Immune is a strong term and brings to question what encompasses it. Would it be for ONE person (again this seems less of a Preacher thing), or multiple? Should it be 20 minutes? The burning of reagents doesn't really vibe with "preacher", unless we're comparing it to a shaman type thing. Should it be a once per day ability or make it cost a ton of mana? What kind of magic would it nullify? Striking bolts, obviously, but what about existing protection? The ability to recall? Any subsequent healing?
It seems REALLY cool, but also a little power balanced negatively. I know the reasoning is Divine isn't quite as strong as Arcane, but I do like the direction.
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