One of my players is roleplaying a Cleric that is looking to establish a connection with a Diety. He's lvl 5 currently.
What do you think of this little mini game I created for him? He's going to be doing this on the side as the rest of the characters leave to do something else. He decided to stay behind and pray at the temple so I'll be interweaving his mini game as I'm running plot/combat with the rest of the party.
Feedback is appreciated, lmk if the DC's are too low, his religion is a +0 so I think they're fine for early game. (Also, don't pay attention to grammar, this is just a quick write up for my reference to use in game later)
Cleric prayer mini game
Phase 1 - make the connection
You begin your prayers at the temple, secluded in a candlelit room with light incense being burnt.
As before, your time in prayer turns into a time of recollecting memories past. The candles pulse as you wince during the painful recollections of losing your family name and watching Toramus killed.
Religion check - DC 10
Pass - Successfully enter a state of prayerful reverence, opening your heart mind and soul to the spiritual and go to phase 2
Fail - your emotions and fear get the better of you, as your past haunts you too much and you are blocked from spiritual connection for the next hour.
Phase 2 - Basic communion
Religion Check - DC 11
Pass - Helm's peace rushes over you as you sense his protection. He is the god of protection. Where you may have failed in protecting others, you suddenly know how calming it is to know how protected you are in that moment. This is a feeling you'd like to give to others. There is no regret, no pain. Just a hope and a vision for something brighter.
Fail - Your past trauma and fears get the better of you, and you lose your prayerful stance of reverence. You must wait 8 hours to try and commune again
Phase 3 - Spiritual Connection - Final
Religion Check - DC 12
Pass - You feel Helm's strong, mighty gauntlet on your shoulder. A feeling of warmth overwhelms you as your spine shivers in awe. You've successfully communed with Helm and have started a new spiritual connection with this Diety.
Point of Inspiration and +2000 XP
Fail - In your prayers, the peace starts stuttering between scenes of your past trauma, and fear seeps back into your heart. Make another DC religion of 13. If pass, you've maintained control of your connection and must roll a DC 12 one more time to successfully commune with Helm and pass Phase 3. If fail, you've lost all connection and must wait one day before trying again.
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Dungeon Master and player. Homebrewed multiple campaigns with 5-6+ party members. Currently DM'ing a homebrew campaign in 5e, while getting ready to play Pathfinder 2e. Also homebrewing a Cyber Punk campaign with some buddies.
I'll say the mini-game is fine, although because I'm not familiar with XP distribution (I play solely with milestone levelling), I wouldn't know if 2,000 is too great or little an amount for a fifth level character separated from the party. They're fifth level which I think is fine time to receive a direct sign, even as someone who thinks the whole thing of 'your god speaks to you in your dream' is overplayed. The hand on the shoulder is a particularly nice touch, rather than seeing their deity's face and hearing their words.
I think the point of inspiration should maybe granted upon Phase 2's success, and the XP bonus granted at Phase 3. In Phase 2 the cleric's god is sending them a message, however basic, which may be more than most clerics and priests with that much experience might get. The DC is fairly low but with a +0 to the check, it is rather difficult. Inspiration could allow the cleric to succeed on Phase 3, which would be even greater justification for staying away from the party.
Beyond that I can't think of any feedback. Honestly it's fine.
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Zero is the most important number in D&D: Session Zero sets the boundaries and the tone; Rule Zero dictates the Dungeon Master (DM) is the final arbiter; and Zero D&D is better than Bad D&D.
"Let us speak plainly now, and in earnest, for words mean little without the weight of conviction."
- The Assemblage of Houses, World of Warcraft
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One of my players is roleplaying a Cleric that is looking to establish a connection with a Diety. He's lvl 5 currently.
What do you think of this little mini game I created for him? He's going to be doing this on the side as the rest of the characters leave to do something else. He decided to stay behind and pray at the temple so I'll be interweaving his mini game as I'm running plot/combat with the rest of the party.
Feedback is appreciated, lmk if the DC's are too low, his religion is a +0 so I think they're fine for early game. (Also, don't pay attention to grammar, this is just a quick write up for my reference to use in game later)
Cleric prayer mini game
Dungeon Master and player. Homebrewed multiple campaigns with 5-6+ party members. Currently DM'ing a homebrew campaign in 5e, while getting ready to play Pathfinder 2e. Also homebrewing a Cyber Punk campaign with some buddies.
I'll say the mini-game is fine, although because I'm not familiar with XP distribution (I play solely with milestone levelling), I wouldn't know if 2,000 is too great or little an amount for a fifth level character separated from the party. They're fifth level which I think is fine time to receive a direct sign, even as someone who thinks the whole thing of 'your god speaks to you in your dream' is overplayed. The hand on the shoulder is a particularly nice touch, rather than seeing their deity's face and hearing their words.
I think the point of inspiration should maybe granted upon Phase 2's success, and the XP bonus granted at Phase 3. In Phase 2 the cleric's god is sending them a message, however basic, which may be more than most clerics and priests with that much experience might get. The DC is fairly low but with a +0 to the check, it is rather difficult. Inspiration could allow the cleric to succeed on Phase 3, which would be even greater justification for staying away from the party.
Beyond that I can't think of any feedback. Honestly it's fine.
Zero is the most important number in D&D: Session Zero sets the boundaries and the tone; Rule Zero dictates the Dungeon Master (DM) is the final arbiter; and Zero D&D is better than Bad D&D.
"Let us speak plainly now, and in earnest, for words mean little without the weight of conviction."
- The Assemblage of Houses, World of Warcraft