Quote:
Originally Posted by Shaira
Having said that, the scope for using Allegiance in this way is quite promising. For starters, you could say that only characters with 20+ allegiance to a deity can get divine powers from that deity - effectively defining an entry level for a priest...
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Quote:
Originally Posted by NickMiddleton
Funnily enough, exactly my thought (related to a setting using magic based on the RQIII magic systems) was to have a Character's Allegiance score (if Allied to that allegiance - i.e. 20 or more greater than all other allegiances...
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Was that really the exact thought? The "20+" sounds more like an
absolute Allegiance percentage to me.
Quote:
Originally Posted by NickMiddleton
... AND the character has committed to the allegiance) as the source of the Characters ability to use "Divine Blessings" ( RQIII style Spirit Magic), whilst "Divine Miracles" (RQIII style Divine magic) would come from sacrificing POW as in RQIII.
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Yes, that sounds good. But I'd prefer to use absolute percentages of their 'acknowledged' Allegiance (not Best minus 2nd Best, or whatever).
Previously I thought it odd to build up other allegiances opposed to your main one (e.g. a good-guy priest having Allegiance(Law) 90%, but also Allegiance(Chaos) 50%, due to dodgy deeds). But now I'm fairly happy with it - it can give rise to the classic "good priest turns evil"* scenario, flipping over to the Dark Side just by
acknowledging the allegiance he has built up (spot-on for those 'Galactic Knights'!). Using the absolute values, they'd still have full powers (or more) but from the other lot - which seems more suitable (more
tempting....) than having to re-start from scratch.
(* Don't seem to hear about "evil priest turns good" scenarios, though
(except DV, of course!). Should it be possible that way round?)