Tortog wrote:
Ducaster wrote:
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2) They all say:- "Why on Aerith" does a Failure cause a an add to dissaproval! Surely it should be the other way around. If your spell fails at a critical moment that's penalty enough but if it succeeds then that is reason for the Deity to be relectant to help you twice (or more) in a given day. IE the more you bother them/it the more reluctant the Deity is to help again, as evidenced by growing penalties on the dissaproval roll.
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I've been wondering about the logic of this one ever since I read through the 1st version of cleric. If a cleric character is the living embodiment of their deity on Aereth, then they (IMO) have obligations to the deities faithful worshipers. As such they should be able to call upon the clerics of their faith for aide and it just doesn't make sense that the cleric would be penalized for using the power of their deity in such a fashion.
I've been tempted to house rule in that if the Cleric
is actually using the magic to directly further the agenda of their God(dess) then no penalty should be incurred at all. I'm calling it the
Instant Deity Approval System, otherwise the only time a cleric ever hears from their boss is when they are getting spanked. Yes, I realize that this radically increases the power of a cleric: and that is as it should be, they are the embodiment of a deity after all. Otherwise a deity ends up with its best "sales-reps" being penalized for doing their jobs well... the revision just makes the process a little faster.
To provide a little insight into the design of this...
When designing the power use mechanic for a cleric, we had to design something that would put a limit on what a cleric could do. In the early versions of the cleric, you would accumulate a -1 on failure and/or success (depending on the version you were playing). This created a progressions where a cleric would effectively run out of spells.
The problem with that method (as brought up in countless discussions), is that after a few -1's a cleric can no longer successfully cast a higher level power or even achieve a high spell result. So by noon, he is weak... by 3 in the afternoon his holy symbol is more effective than his spells.
The new design keeps the cleric bonus consistent throughout the day. They still have the same chance to pull off a 3rd level spell in the morning or evening.
Since a cleric does not lose a spell on failure like a Wizard, there has to be another limit imposed.
The limit that seemed to work best for spells, healing and turning seemed to be to incur disapproval of your god for additional actions. There were a ton of ideas that were thrown out there and discarded. Some very cool ones, but they necessitated a ton of bookkeeping and/or promotion of fight/rest/fight/rest/fight/rest style of play.
The one that rose to the top during the discussion was to tie it to spell failure. Lower level clerics will accumulate failures far quicker than higher level clerics. Remember a cleric does not lose a spell like a Wizard on failure.
This creates a progression for both low and high level clerics to limit the number of powers you can invoke during a given day. A low level cleric will accumulate spell failures far quicker than a higher level cleric. Eventually, the automatic failure number grows large enough that even if you have a high spell craft check, you will most likely fail a spell check. That is a sign that your deity is NOT very happy with how many requests you made.
Mathematically it seems to do well to limit spell casting.
Design-wise is seems to do well in its simplicity. All three areas of the cleric (spells, lay-on-hands, and turning) can use the same success/failure mechanic.
RP wise... you never really understand why your god does something...

Does that help a bit?