- How difficult should it be to work minor miracles? And at what cost should they usually come? On the high end, what can a character with an 18 Piety and a bunch of vows make happen, and how often? On the low end, can a character with 3 Piety even have a chance of successful prayer without vows? Does prayer's efficacy or scope scale with level? What should the probability distribution on success look like?
- 2d6, reaction roll style? Problem: small modifiers rapidly dominate the die-randomness.
- Or d20xd6, RL&L-table style? Problem: need lots of table entries, d20 split into groups of 5 is not very granular and is also dominated by die-randomness. That might be desirable for pentulant Classical-type deities, though. What goes on the d6 edge of things, though?
- Something else, like 2d10? Gives a bit more modifier-space than 2d6, without the extreme swinginess of a d20. Strongly tends to the mean, though. d12+d8 flattens the middle range, but doesn't change much beyond that. I dunno man, coming up with good probability distributions is hard when you're not exactly sure what you're looking for.
- Prayer Spam, particularly as it interacts with henchmen and domains. If you're the guy with 3 Piety, but you have a henchman with 18 Piety, can you get him to pray in your stead? What about at 14th level, when he's basically the pope? Should prayer frequency be a per-player resource, as it is assumed that henchman prayers are ultimately for the player's benefit?
- How does the Divine Power subsystem interact with the new system? What about item creation?
- Divine power can be burned to provide a bonus to prayer rolls, or just to increase the scope of the results? I actually sort of like the idea that divine power is the only significant way to scale up miracles - it makes conversion / expansion and temple-building a priority for anyone planning to make regular use of prayer. Also provides an explanation for heresies and rivalries within a church - priests compete with each other for influence over the flock, and heresies tend to bring the doctrine closer in-line with what the flock wants to believe in order to win them over.
- And as long as you keep your vows, heresy's A-OK in the deity's book.
- Divine item creation is superseded by receiving magic items as gifts from deity as a result of high prayer roll? (Athena's shield, Hades' helm, and Hermes' shoes, Nethack granting spellbooks on prayer, ...)
- Sacrifice quantities. I desire to make sacrifice difficult to game, in that a major / high-effectiveness sacrifice should actually cost the PC something fairly dear. Fortunately, deities know things and can avoid accepting gamed sacrifices, but it's a hard thing to nail down and provide guidelines to players. Maybe use the Standards of Living table and the bribery rules as a starting point?
Saturday, June 7, 2014
Book of ACKSalted Deeds II: Design Decisions
Having laid out the intended structure of my religion revision, I now find myself at the tricky bit - implementation. I have a few concerns that I definitely need to keep in mind throughout this process.