Charisma Power - Religion

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

Charisma Power - Religion

Postby Robben_DuMarsch » Fri Sep 18, 2015 5:56 pm

Let's make Charisma meaningful.

Let's give peaceful players a chance to develop characters that have some utility in the power balance of the hearthlands.

200k LP Skill: Ordained.
Purchasing this skill allows you to form a religion, or recruit for any Religion you join.

This unlocks the ability: "Wyrd of Power"

New incremental skill: Theology

Religion -

- If you form a religion you are the head of religion. If the head of the religion dies, the religion disbands unless you have designated a successor. The successor must also have the skill ordained, and be part of the same religion.
- Any member of a religion receives bonus damage and additional armor deflection when fighting a member of another religion, or a hearthling without a religion.
- The damage bonus and deflection value is the cubed root of the sum of the (Charisma of every member of the religion÷5).
- Members of a religion receive a religious charm. When wearing the charm around their neck, below applies.
- Religion Check: To attack a member of the same religion, you must pass a check. The geometric mean of your psyche x stealth must be greater than the geometric mean of their charisma and theology. This check is ignored if the other individual currently has the crime debuff.
- To leave a religion, you must place you charm in your study. After three days, studying completes, and you gain the permanent wound, "Skeptic." It causes only -1 HHP, provides a +5 modifier to intelligence, but reduces charisma and psyche by 9 each.
- Head of Religion may excommunicate in the same way that a law speaker may exile.
- Excommunicated individuals must still leave the religion before they join another, but do not receive a penalty until they do. They are conferred no bonuses unless the excommunication is lifted, and receive no religion check.

Charisma power:

- Wyrd of Power may be activated. When activated, nobody in another religion that is not the Wyrd speaker's (but not those without any Religion) may step within a number of tiles of the wyrdspeaker equal to the square root of the geometric mean of the Wyrd speaker's charisma and theology. They bypass this restriction if they can pass the above religion check. The Wyrd speaker may only be attacked if the attacker passes the religion check.
- Power of Wyrd may only be activated once per 24 hours, and the field lasts until the Wyrd speaker moves, or for thirty minutes, whichever is first.

What does this mean:
- There will be some incentive to limit players you can attack by joining a religion.
- The larger the religion, and therefore the greater your limitation on those you can attack, the greater the benefit is.
- Peaceful players have some utility.
- It's entirely optional (Power of Wyrd does not effect atheists)
- More sandbox tools.
Last edited by Robben_DuMarsch on Sun Sep 20, 2015 12:36 am, edited 5 times in total.
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Re: Charisma Power - Religion

Postby Bodomfreak » Sat Sep 19, 2015 7:06 am

Yes please!!!
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Re: Charisma Power - Religion

Postby MightySheep » Sat Sep 19, 2015 7:16 am

leader of religion should get +5 ua per follower, and have a light shining around him which gets brighter with more followers

at 50 follower you get 6 arms, at 100 you get 3 heads at 200 follower you turn into an elephant ?

also if you get a super powerful diety with 1000 followrs he should get an ability that lets him just nuke the world so we have to go onto world 9
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Re: Charisma Power - Religion

Postby shubla » Sat Sep 19, 2015 7:49 am

1000k lp skill that gives you 10000 uac, yes plese skill would be named superman
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Re: Charisma Power - Religion

Postby Jesus_Smith_Nandez » Sat Sep 19, 2015 7:55 am

I want to make autism a religion
I want to be the Pope of autism
Jorb please
Give me this one thing
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Re: Charisma Power - Religion

Postby mobtown » Sat Sep 19, 2015 9:18 am

atleast it seems well thought out
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Re: Charisma Power - Religion

Postby Sever » Sat Sep 19, 2015 9:56 am

Can I charge people gold coins to forgive them of their scents?
Come back two hours earlier.
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Re: Charisma Power - Religion

Postby cpt1silencer » Sat Sep 19, 2015 12:08 pm

I don't know this seems like a completely arbitrary attempt at making charisma useful in combat, like saying INT should have a more combative role so lets invent some rules that make INT more powerful then UA.

Charisma should have more uses sure, and perhaps your right to consider it an organizational level skill that can mimic some kind of civilization score by accumulating with members. but I disagree that it should have such a direct impact on combat scores. You can go about it a different way, having charisma playing into some kind of civilization level that will debuff invaders or outside members of your organization on your lands. So the goal there would be to bring greater numbers of people together under your civilization and all your lands will benefit. You can throw your rules and math behind that mechanic rather then directly buffing characters defense and attack.
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Re: Charisma Power - Religion

Postby Robben_DuMarsch » Sun Sep 20, 2015 12:28 am

cpt1silencer wrote:I don't know this seems like a completely arbitrary attempt at making charisma useful in combat, like saying INT should have a more combative role so lets invent some rules that make INT more powerful then UA.


Arbitrary? I don't see how it is any more arbitrary than other combat mechanics.

Certainly religion as described here is more than just a combat mechanic, it is an entire game system that would be meaningful on a large scale.
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Re: Charisma Power - Religion

Postby Robben_DuMarsch » Sun Sep 20, 2015 12:29 am

Arbitrary, perhaps, is not allowing clerics to take rage.
I am removing that from my posts suggestion.
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