Cults & Gods

After a lot of research I decided this was my OD&D system for an upcoming campaign. The setting is a fantasy real world, partial sand-box version of the silk road and I decided that Cults & Religions should be a focal point for both the players and my adventures. Sadly none of the systems I looked at have much in the way of gos and what they do for the PCs. So I made something up and thoguht to share. 

https://1drv.ms/b/s!AOUmi-fOQETCgpgW

 

Paul, it looks really flavorful. I love all the different options and array of powers. If I'm understanding your rules correctly:

- Any character can acquire Initiate powers of any god for a day by sacrificing 1 point of characteristic for the day, at a temple

- A devoted character always has Initiate powers of his god, and can gain Devoted powers of his god by sacrificing 1 point of characteristic for the day, at a temple

- Blade dancers suffer much narrower weapon choices but gain a Gift, and can also gain the Blessing in lieu of an Initiate power

- Priestesses get a Gift (bonus power on top of ACKS class powers)

- Mystics get bonus class powers at 3rd and 7th level, on top of their ACKS class powers, based on their order

- Mages get a bonus class power on top of their ACKS class powers, based on their order

So it seems like you're giving an overall increase in power to all these classes (and it looks like you plan to do the same for the other classes) in exchange for restrictions on behavior, tithes, etc. 

The only thing that jumps out at me is that sometimes the Sacrificed characteristic and the power granted work at cross-purposes. This could result in wierd break points - for instance, an archer with 17 DEX is going to be much more likely to take advantage of Apollo's gifts than an archer with 18 DEX. 

I might recommend switching the Sacrifice to a characterstic that doesn't interact with the power (for instance, may Herakles calls for a sacrifice of Wisdom) or perhaps having the sacrifice be 1d3-1 points.

For instance, at 16, rolling 1d3-1, you'd have a 33% chance of staying at 16 keeping your +2, and a 66% chance of dropping to +1 (15 or 14). Expected bonus is (.33 x 2) + (.66 x 1) = 1.33. 

At 17, rolling 1d3-1, you'd have a 33% chance of staying at 17 and +2, a 33% chance of dropping to 16 and +2, and a 33% chance of dropping to 15 and +1. Expected bonus is (.66 x 2) + (.33 x 1) = 1.66.

At 18, rolling 1d3-1, you'd have a 33% chance of staying at 18 keeping your +3, and a 66% chance of dropping to +2 (16 or 17). Expected bonus is (.33 x 3) + (.66 x 2) = 2.33

Wow that was succinct. Thank you for taking the time Alex. 

Orginally I was going with the idea that a 'sacrifice' would  hurt; but then I mellowed on the idea but never went back and changed the painful sacrifice gods. I'll do that now. I'll like the roll for characrteristic sacrifice - makes sense thematically as the range would go from 'bargin' to 'overpaid' and givr that hurt I was looking for before I mellowed.

I was inspired by the Cults of Prax (Runequest) where the god you worshipped mattered in the game. And was really affected how your PC grew. Hoping to do the same here. While setting immersion in my playing group has long gone with their hair, I figured this might bring some of that back.