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Author Topic: blessings  (Read 535 times)

assasin

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blessings
« on: October 12, 2012, 06:35:15 pm »

like curses. only good. Basicly what would happen if a creature that worshipped a certain god did something spectacular in a deities sphere that diety might reward them with something appropriate. It shouldn't be under player control and would be semirandom.


An example of a weak, more common type of blessing could be an animal deity giving blessings to a dwarf which makes it so normal animals won't attack that dwarf or any dwarf near him. The reasons for this should be semirandom. but an example of could be that the dwarf is the first worshipper of that deity to tame a certain animal.

A rarer and more powerful blessing could be a water deity giving immunity to drowning. others with varing rarities could be:

immunity to heat and cold
other immunities
undead don't attack you (death)
superstats/skills of varying types and degrees
voluntary shapeshifting
agelessness
the ability to make artifacts at will.
having a child with a deity [probably not really be a blessing vut would happen  for similar reasons]
true ressurection after a heroic sacrifice.


one of the rarest could be multiple ressurections under certain differing circumstances. possibly like your body has to be functional, so no missing a head. another one may be a ressurection every time a character dies after an obvious heroic sacrifice. Like stopping a goblin army attacking and massacaring multiple inncent towns and cities. This type of blessing should ussually come with a lot of strings and mountains of fine print. so even a careful player could still die permenantly. and by rare I mean a adventure mode player may get this sort of blessing once every five real time years of playing nearly every day with pious characters trying to get blessings.
etc.

A possible idea could be that even if something doesn't a worship a deity they may give out blessing if the act is great enough. Maybe each time the game considers a blessing it may make it less likely the more prior blessing a creature has gotten. one blessing may happen on average in one in a hundred of whatever population. two blessing may happen in one in a thousand. three may be one in ten thousand. [on average since it should be semirandom]. maybe once or twice in a very long world gen [or  very,
Spoiler (click to show/hide)
very rarely an adventurer or fortress dwarf] something might be given enough blessings to be more or less immortal. three or four types of multiple ressurections with fine print that cancels out with the fine print of the other types , agelessness, immunities to syndromes, heat, cold, etc.  maybe with super strength, inteligence and other stats. insane rng luch, etc. This doesn't mean that can't be killed. you'd just have to chop their bodies up into tiny little pieces, burn each piece separately and bury the ashes on opposite sides of the world.

for any one who says this is overpowered. one consider how rare I said this would be. two consider how the more common ones would more or less useless outtside of very specific situations. most blessings would just be a minor character trait. And to get the rare ones would probably result in sucicide most of the time. three, if you still have a problem I wouldn't be opposed to adding drawbacks. like a healing blessing removed if the blessed commits a violent act and similar things.
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GreatWyrmGold

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Re: blessings
« Reply #1 on: October 12, 2012, 06:39:12 pm »

Planned, suggested, and some of those sound way overpowered. Create artifacts at will?
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Bytyan

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Re: blessings
« Reply #2 on: October 12, 2012, 07:57:52 pm »

Adding a feature that is rare to the point of never being applied to the average player isn't really valuable, world gen notwithstanding. It would be better if it were moderately rare, and the effects randomized to the point of most being useless. A fertility/death god whom you have just served might think it's really cool that you can now bury your enemies and have them sprout into corpse trees, but you might not be as ecstatic. Or having your blood become a magically potent fertilizer. Or having lost body parts grow back as immovable tree limbs. Having  [verb] (lets save for death; kill, rot, replicate, and duplicate) and [noun] (corpse, living, bleeding, dying, and immortal) tags associated with the common gods and having less common ones simply sticking one of their nouns with a random verb could be employed.
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assasin

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Re: blessings
« Reply #3 on: October 14, 2012, 02:01:14 am »

Quote
Planned, suggested, and some of those sound way overpowered. Create artifacts at will?

after a few years everything good would have been planned and everything bad would have been suggested. if 90% of threads would have these posted then whats the point of a suggestions forum?

On your second point, can you give more costructive critique? The whole point of a forum is discussion.

To respond to your concern. Create artifacts at will is a very vague term. is it the will of the player or the "will" of the dwarf. If it was the 'will' of the dwarf it might just mean that the dwarf could make multiple artifacts in his life and the player would have no control over when they happen.


Quote
Adding a feature that is rare to the point of never being applied to the average player isn't really valuable, world gen notwithstanding. It would be better if it were moderately rare, and the effects randomized to the point of most being useless. A fertility/death god whom you have just served might think it's really cool that you can now bury your enemies and have them sprout into corpse trees, but you might not be as ecstatic. Or having your blood become a magically potent fertilizer. Or having lost body parts grow back as immovable tree limbs. Having  [verb] (lets save for death; kill, rot, replicate, and duplicate) and [noun] (corpse, living, bleeding, dying, and immortal) tags associated with the common gods and having less common ones simply sticking one of their nouns with a random verb could be employed.

Well, this cetainly suits dwarf fortress style. as long as it doesn't end up too annoying or harmful I could support it.
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10ebbor10

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Re: blessings
« Reply #4 on: October 14, 2012, 04:02:47 am »

Quote
BEFORE POSTING A SUGGESTION

•Check our development pages. You can find everything in one place at this link.
Search for an existing thread. If you find a thread similar to your idea, you can bump it to expand on the suggestion, even if the thread is old.  However, please do not bump threads just to show support

http://www.bay12forums.com/smf/index.php?topic=105424.msg3123462#msg3123462
http://www.bay12forums.com/smf/index.php?topic=113034.msg3476421#msg3476421
http://www.bay12forums.com/smf/index.php?topic=110605.msg3384771#msg3384771
http://www.bay12forums.com/smf/index.php?topic=100518.msg2975627#msg2975627

These are just the things I found by looking up blessing. Really, there's a reason that this rule is there. The point of the suggestion forum is to provide ideas, not recycle the same ideas over and over again.
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assasin

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Re: blessings
« Reply #5 on: October 14, 2012, 11:45:09 am »

Quote
http://www.bay12forums.com/smf/index.php?topic=105424.msg3123462#msg3123462
http://www.bay12forums.com/smf/index.php?topic=113034.msg3476421#msg3476421
http://www.bay12forums.com/smf/index.php?topic=110605.msg3384771#msg3384771
http://www.bay12forums.com/smf/index.php?topic=100518.msg2975627#msg2975627

These are just the things I found by looking up blessing. Really, there's a reason that this rule is there. The point of the suggestion forum is to provide ideas, not recycle the same ideas over and over again

fine. I'll lock it if it would make you happy. I think its better to make a new thread then derail an old one with a new idea just because it falls under the same category [and ending up with all the new posters discussing the old ideas].  But if everyone disagrees with me its pointless to argue.
« Last Edit: October 14, 2012, 11:49:49 am by assasin »
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