Some Rituals

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Some Rituals

Postby Flyffywambler » Wed Mar 30, 2011 2:02 am

I was thinking of some more ways to spend numen points, to make the choice of going the Tradition way more attractive.
After letting my mind wander off a bit, I've come up with the following Rituals:
Some of the first, the Hunting Rituals, are useful to most players, no matter their tradition/change slider.
The other 2, the Sun and the Moon rituals, are specifically useful to those people that choose to go the Traditionalist's path.
Some of the rituals may seem quite powerful, but I think that is justified, seeing the huge LP penalty for choosing Tradition.
please, share your thoughts :D
Edit: Numen costs are just estimates, and are open for suggestion.

Hunting Rituals:

- Hunter's Folly
cost: 1 numen point
effect: spawns a rabbit within sight radius of the character
usefulness: doubtful, but hilarious. A new player might benefit from it

- Hunter's Lore
cost: 10 numen points
effect: 0% (at neutral tradition/change) to 100% (at full tradition) of your ancestor's survival skill is added to yours for an hour
usefulness: obvious

- Hunter's Tale
cost: 20 numen points
effect: spawns a bear, or a herd of deer within a few screens of the character, but out of (zoomed out) sight range. Go find it before someone else does!
usefulness: varies

- Hunter's Trial
cost: 200 numen points
effect: teleports the character to a troll. Alone. No friends. Possibly no exit as well. Adds 0% (at neutral tradition/change) to 50% (at full tradition) of your ancestor's strenght and agility to yours for 24 hours.
usefulness: deadly, and obvious

Sun Rituals
- can only be performed the hour around noon

- Sunbathe
cost: 10 numen points
effect: adds 0% (at neutral tradition/change) to 100% (at full tradition) to your learning rate for an hour
usefullness: obvious

- High Noon
cost: 10 numen points
effect: gives 0% (at neutral tradition/change) to 100% (at full tradition) FEP bonus for an hour
usefulness: obvious

- Day Dream
cost: 10 numen points
effect: gives a q10 (at neutral tradition/change) to q(your PSY + your ancestor's PSY) (at full tradition) beautiful dream to the character
usefulness: can be used to make some very decent curios

- Spirit Sun
cost: 100 numen points
effect: adds 0% (at neutral tradition/change) to 50% (at full tradition) of your ancestor's INT and CHA to yours for 24 hours
usefulness: great bonfire parties, more Attention

Moon Rituals:
- can only be performed at nights with a full moon, the hour around midnight

- Moonlight fertility
cost: 30 numen points
effect: sets off 1 (at neutral tradition/change) to 15 (at full tradition) growth (decay) ticks in a small area around the character, causing crops / trees to progress a stage in their growth.
usefulness: Treeplanters will like this very much

- Moonlight rejuvenation
cost: 30 numen points
effect: makes all quality nodes at the player's location regenerate 1 (at neutral tradition/change) to 15 (at full tradition) quality points, up to their natural max.
usefulness: obvious

- Moonlight Crystal
cost: 30 numen points
effect: produces a q10 (at neutral tradition/change) to q250 (at full tradition) curio, the moonlight crystal. It should give *very* decent LP.
usefulness: lighten the learning penalty burden just a bit

- Spirit Moon
cost: 100 numen points
effect: adds 0% (at neutral tradition/change) to 100% of your ancestor's PSY to yours for the duration of the full moon
usefulness: The very best jewelry will be made, infused with the light of full moon :D
Last edited by Flyffywambler on Wed Mar 30, 2011 2:10 am, edited 2 times in total.
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Re: Some Rituals

Postby novaalpha » Wed Mar 30, 2011 2:04 am

Stopped reading at

Flyffywambler wrote:cost: 200 numen points
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Re: Some Rituals

Postby Flyffywambler » Wed Mar 30, 2011 2:06 am

I'm not too familiarized yet with what numen costs would be reasonable, and that is open for suggestion
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Re: Some Rituals

Postby YourMajesty » Wed Mar 30, 2011 2:54 am

Interesting; I'd still go full Change, though.

The word "ritual" implies that this is something you can't just do anywhere; something that requires considerable preparation. However, the way you've described these "rituals," they're just prayers or chants.

If you want these to be rituals, propose a new "Ritual Circle" construction, or something of the sort; at least, tie the ritual to a physical object or construction (hell, even a fire would be sufficient).

Otherwise, "ritual" isn't the right word.

Just my two cents.
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Re: Some Rituals

Postby dra6o0n » Wed Mar 30, 2011 4:09 am

Maybe hunting rituals don't just spawn nearby animals, but tells you if the area is sufficient for hunting?
Like after you do the ritual, you can get a "nothing happened" or "the ritual showed some signs" or "the ritual was successful".

You don't know what kind of animals there are, and how many, just that it's on the same minimap as you.

Then again, a trained hunter in real life can track animals by their tracks.
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Re: Some Rituals

Postby YourMajesty » Wed Mar 30, 2011 4:15 am

dra6o0n wrote:Maybe hunting rituals don't just spawn nearby animals, but tells you if the area is sufficient for hunting?
Like after you do the ritual, you can get a "nothing happened" or "the ritual showed some signs" or "the ritual was successful".

You don't know what kind of animals there are, and how many, just that it's on the same minimap as you.

Then again, a trained hunter in real life can track animals by their tracks.


Or, you could just look around the minimap yourself, and save some numen.
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Re: Some Rituals

Postby theTrav » Wed Mar 30, 2011 4:50 am

Flyffywambler wrote:- Sunbathe
cost: 10 numen points
effect: adds 0% (at neutral tradition/change) to 100% (at full tradition) to your learning rate for an hour
usefullness: obvious


This one caught my interest.
If there was a way to achieve the same LP rate as players who went full change, then trad wouldn't be an automatic fail.

Balance the cost of regular ritual casting against the benefit of access to numen spending mechanic?
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Re: Some Rituals

Postby Grog » Wed Mar 30, 2011 8:41 am

the ideas itself arent quite good imo

i mean: what do i need a highq brad for 10numen for? :P
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Re: Some Rituals

Postby ninja_yodeler » Wed Mar 30, 2011 10:23 am

@ OP.
i do like a lot of the ideas here because at the moment ancestral dosnt do much. and i particularly like the idea of being able to spawn a bear <i.e. find a noob camp, spawn the bear then watch the fun>

but they are definitly good ideas, especially as it has a chance to balance out the lp loss of tradition.
and while on that topic. could we please change the fact that the change slider moves with everything, its so hard to get tradition then change your others as well :!:
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Re: Some Rituals

Postby Grog » Wed Mar 30, 2011 1:40 pm

if you change other beliefs anyway stick to change. its easier to first set all other with 8ig hours instead of 24ig hours per set
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