Power of belief gameplay mechanic

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Fidrikon's picture
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Power of belief gameplay mechanic

The power of Belief has been around for a long time, but I haven't actually seen it take any stance other than flavor text.
So, heres a try: at the Power of Belief as a skill

Power of Belief

The power of belief is one of the most important factors on the Outer Planes. Without it, the Outer Planes wouldn’t even exist. It makes, and breaks, the Gods. It can change the face of a city, or lead a single person to true enlightenment.

Check: You attempt to focus your will, direct every fiber of your being, into manipulating the plane around you.

Task/ DC

Aid another/ 15

Simulate a spell effect/ 25+ spell level

Bring a god into existence/ 25


Aid Another:
This only has effect when done by multiple people. By having a large group of people believe that someone with succeed at a task, they become infused with the power of belief, and their chances of success improve. For every three people who succeed on an Aid Another check, the subject in question receives a +1 circumstance bonus to one type of roll until the conditions of the belief end. If the subject that you are believing in is on another plane, than it is +1 for every five people who succeed their roll.
Example: If a crowd of people use Aid Another to believe that Ricky will beat Bruno in the knife fight, then for every three people who believe Ricky will win, Ricky gains a +1 to his attack rolls until the end of the fight.

Note: When using Aid Another, if there are others who have a belief diametrically opposed to your belief, than the number of those who succeeded against you is subtracted from the number of those that succeeded for you.
Example: Of Ricky’s friends, family, and other in the crowd, a total of 7 people succeeded their check in his favor. However, Bruno has friends too, and all 5 of them succeeded their rolls. 7-5=2, so Ricky only has 2 checks in his favor, giving him no extra bonus.

Simulate a spell effect
This effect is different than that of Aid Another. A group of people roll their Powers of Belief separately, and then add them together. However, the more people you have determines the max spell level you can cast.
Every person who succeeds on their check counts as 1 caster level.
Example: if you want to simulate a Daylight spell, a 3rd level spell, the DC is 28. However, since you have to be a 5th level wizard to cast Daylight, you have to have at least 5 people beat the DC to create the effect.

Note: The effects of simulate a spell are usually more subtle. It is not often that a group throws out fireballs, When using the power of belief to defeat your enemies, it usually takes the form of some sort of curse, or an Earthquake.
This effect also takes the role of anything that can be accomplished by a spell. For example, if a town is trying to use the power of belief to improve their harvest this year, than they must go through the motions of simulating a Plant Growth spell.

Bring a God into existence: First off, everyone must believe in the same god. If some believe the god if forgiving and some believe him vengeful, then the creation fails, or you end up with a bipolar power.
To create a god, you must have worshipers. At least 150 people must make the DC once per day for a full month before the god takes form as a lesser deity. After that, to sustain itself it needs only 50 people to make the DC 1 per week.

DC modifiers
Others think differently without actively opposing you/+5
Others think similarly with actively using the power of belief/-5
Person making check is not making it of their own free will/+5
Trying to effect a different plane /+2

Action: Varies. Creating a God or Aiding Another takes no action, but simulating a spell effect takes one standard action.

Try Again: No, or at least, not immediately. Before you can try again you must either receive new information on the subject, or wait 4 hours.

Synergy: +5 ranks in concentration gives you a +2 synergy bonus to Power Of Belief.

__________
So, what do you thinks?

Gerzel's picture
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factotums
Joined: 2004-05-10
Power of belief gameplay mechanic

Hmm...

I might be reading this wrong but do you mean a DC 25 to bring a god into existence?

Also to be useable I think the DC for creating a spell effect needs to be much higher. Say DC 25 + (Spell level)^2, and perhaps a limited number of attempts per day (perhaps equal to a character's wis or cha bonus?).

I would be inclined to require a feat for allowing a character to consciosly use their force of will, mind or personality to affect reality.

It is something that definatly should be possable and probably should have some more rules relating to it. However it is a very complex idea that is difficult to govern with game rules.

One thing is there is the difference between "true belife" those things that the character has believed from the begining or for all thier life and never questioned, versus a character trying to believe or disbelive something.

Fidrikon's picture
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Factor
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Power of belief gameplay mechanic

Well, the DC 25 is only to believe in the god. without the other 149 people, your just some guy who has his own personal god, which may or may not actually pop into existance several years down the line, but not have enough power to do anything, and only to die when you do.

the way that this is set up is so that while not too tough to chip in, no matter how many ranks you have in it you need others to work with you.

As for true belief, I have no idea how that would work. I don't think it would contribute to any of the things shown here. You can't be believing your entire life that Ricky is going to beat Bruno. You can't have spent your childhood hearing about this god that you will one day create and worship.

The power of Belief is far too complex to put it all down to DCs and whatnot, this is just a few examples of how the players can turn it in their favor. Most of the power of belief is in the DM's hands.

And as for the simulate spell effects, while one person can, all by himself, cast a level 0 or level 1 spell, to cast a level zero spell, he has to have max ranks in Power of Belief at level 2. And then he still only has a 1 in 20 chance of success. a lot of work to go through for 5 pound telekenesis.
And no matter what level he is, he casts as a level one.

Although I agree, there should be a limited times per day.

ripvanwormer's picture
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Factol
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Power of belief gameplay mechanic

I'd set both the difficulty class and minimum number of worshippers needed to create a god much higher. I would also make the god begin as a quasideity (DC 0).

Zadara the Titan's picture
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Power of belief gameplay mechanic

Mmmhhh. Having a mechanic for this kind of thing is a nice idea. BUT there's a lot more that has to be taken into consideration. For once, 'Focus Belief' as an actual skill should be rather rare, common only among Signers and well-lanned Planewalkers - it essentially represents the art of tricking yourself into believing in something and focus that belief to an extraordinary degree. Even for a planar that's nothing easy. I'm with Gerzel in that a feat might be required to do that kind of conscious reality-bending.

As for the 'normals' ... I'd make it a logarithmic scale, with really large numbers required for big effects. Mmhh ...

But it's a nice beginning Smiling

Gerzel's picture
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Power of belief gameplay mechanic

'Zadara the Titan' wrote:
As for the 'normals' ... I'd make it a logarithmic scale, with really large numbers required for big effects. Mmhh ...

Indeed.

There are many factors to consider. Let me try to list them.

A. Number of believers - How many berks are beleiving in something.

B. Coherency of Belief - How "firm" is the beleif in question? Is it a hazy thing like "good will win eventually." or is it definate like "Our god lives on top of that mountain, he looks like this, dresses like this, has a small garden and three goats."

C. Coherency of Believers - How close one believer's exact beliefs are to another's.

D. Potency of Belief - How strong the belief is or how much the believer believes in something. Is it taken as an ablsolute that cannot be shaken? How does this belief rank compared to the believer's other beliefs?

Fidrikon's picture
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Factor
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Power of belief gameplay mechanic

All of those are really good points. I never had the gall to think that this would be the final product, but I hope this is at least a platform to build off of.
I wasn't quite sure if I should have it so everyone has it, or no one has it. I guess the consenseues is that no one has it, so its all cross class, making it even more difficult to master. Okay. And you make it a class skill by taking a feat.
Is that about right?

As for the Signer's Power of Imagination, I expect it would function similarly. Maybe you have to be a signer to get the feat? Or Signers have a feat that gives you it as a class skill, and a bonus?

Quote:
it essentially represents the art of tricking yourself into believing in something and focus that belief to an extraordinary degree. Even for a planar that's nothing easy. I'm with Gerzel in that a feat might be required to do that kind of conscious reality-bending.

Hmmm, for some reason that reminds me of the Autohypnosis skill. Maybe There's another synergy there?

As for more people to create a god, I wouldn't think so. But it may be subject to change. I just figured 150 activily channeling belief to a god for a month would do the trick. Remember, this is active belief, rather than passive belief. Passive Belief is "Yes I believe in Hrun the Avenger, why do you ask?" Active belief is going about your day, concentrating "Hrun.... Hrun... Hrun..."

Zadara the Titan's picture
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Power of belief gameplay mechanic

We should probably differentiate between unfocused and focused (by feat & skill) belief.

For the first part we can combine Coherency and Potency into one, I'd say (making for a nice tripartite equation). Only in, say, a small group of Signers trying to imagine someone away this would really matter. Numbers would be the most important factor, as one could include the potency simply by counting especially devoted believers twice or more often. Similarly one could reduce the total by a percentage corresponding to the 'unfocusedness' of the group.

Example: 20 thousand people believe, that Shemeska is the best connected chant-monger in the Cage. Maybe five thousand of them are really convinced and we count them twice for a total of 25k. Now the content of the belief is rather narrow, so we rule that the lacking focus removes only 10% for a final of 22500. We take a look through our logarithmic table and arrive at the conclusion, that Shemeska gains a +4 bonus to all checks pertaining to her trade.

Of course I pulled all those numbers out of my ... bag of holding, yes, that was what I wanted to say :oops:.

Now the Signers have to wait for later ... it's 5:30am, after all Eye-wink

Gerzel's picture
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factotums
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Power of belief gameplay mechanic

Having another stab at it...

Lets look at the parts of this equation. First is what we want to figure out the Effect of belief. Second we have the believers who participate in the belief. Finally we have the beleif itself. Loosely we can put these into an equation like so:

Effect = Beleivers*Belief

Now lets look at the Beleivers.

Number is how many we have.

Agreement is how close each believer's ideas are to each other-note that this would be a percentage.

Intensity is how much the believers want to believe or how much effort is put into that belief. This is also a percentage of the beliver's total belief.

Next we consider the Beleif itself

Plausability how close this belief fits into the universe around it.

Coherency or how specific a belief is. The more coherent a belief is the harder it is to come true. There again more coherent beliefs often have greater appeal to people and often are more plausable. Those are taken into the beliver side of the equation. So here the coherency represents how flexable the belief is or how many possable different conditions there are that would saticify the belief.

Do bear in mind that putting actual numbers into these equations is nearly impossable.

Fidrikon's picture
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Power of belief gameplay mechanic

Zadara, the equation seems like a good idea, but how do we keep a play from saying "My character is uh... very convinced of this" each and every time they roll?

Gerzel, I like how you covered all of those points, but like you said, using that would make the process a wee bit confusing.

Okay, so we need plausibility/coherency. Okay, if the belief is plausible, then, no Better yet. If the basis of the belief is far-fetched, they get a significant ( -5, -10?) penalty to their roll. Because if its a way out-there belief, and not plausible, then theres bound to be doubt, right? Maybe you dont tell people about it, or activily acknolodge it, but if its there, it would still weaken your stance, Power of Belief-wise. Yes?

Gerzel's picture
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Power of belief gameplay mechanic

Another approach is to identify cases where belief in something would cause more or less of a shift in reality.

One way to think of this is to simplify the problem by using a continum of ideas or beliefs like so:

Fancy <-a--b--c--d--e--f-> Realality

Fancy is what is not or is the most unlikely occurances. The more fanciful the more unlikely.

At A things are unthinkable. These are ideas and concepts that just don't work in the real world or the minds of mortals and beings of the real world.

Point B is a place where the non-sensicle things lie. It is however no longer hard for people to think about them. Dancing pink yugoloths giving hugs to everybody. Dreams often fall into or near this point.

Point C is where the realm of fancy lies. It is where the unlikly lies. The chances of a commoner becoming king ect.

Point D is where the unknown lies. Things that might be true or real but are not known.

Point E is facts. This is where what we believe to be reality lies.

Point F is more real than reality. It is the absolute shape of the universe and how things really work.

Note point F & A are not the final points

Zadara the Titan's picture
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Power of belief gameplay mechanic

This interpretation leaves us with four degrees of shifts to reality (discounting for the moment the difficult matter of The Truth) - a sufficient classification to include this factor into a mechanic.

Mmhh, for the 'mass belief' system I still like the idea of a scale system. I'd build it along the powers of three, partly because it's a nice touch considering the Rule of Three, partly because the resulting numbers look about right to me.

----
Mass Belief
Recap: Factors are Number of Believers (1), Potency of Belief (2), Cohesion between Believers (3) and Plausibility of Belief (4).

Step 1: Determine the number of people believing in the same thing. Count lukewarm, convinced and fanatic believers separately.

Step 2: Reach a total number by dividing the number of lukewarm believers by two and multiplying the number of of fanatics by three, then add the numbers of the three groups together.

Step 3: Determine the degree (a percentage) to which all believers agree about their subject of belief. Details are less important than philosophical differences here and the complexity of the belief is important, too. Substract this percentage from the total number gained in the step before.

Step 4: On the scale of Unthinkable - Unlogical* - Unlikely - Unknown - Reality determine how many steps a change would span. Making the unthinkable reality takes four steps, shaping the unknown is only one step. Divide the total figure by the number of steps.

Step 5: Finally consult the table below to see, how great an effect is achieved.

Total         Bonus     Type of Effect
3			+1		   	Minor
9			+2
27			+3
81			+4
243			+5           	Small
729			+6
2187			+7
6561			+8
19683		+9
59049		+10           	Major
.
.
.
.
14348907		+15			Divine
.
.
.
.
3486784401	+20			Fundamental

Effects: 

Minor – an almost negligible change to reality. 
Small – a small but papable change. ‘Luck’ interceding on behalf of an individual, a curse manifesting in a limited area, a ghost being formed.
Major – a significant influence on reality. Shifting a planar layer, a curse of great power, a change to being’s nature.
Divine – a really big change. Influencing the tides of the Blood War, altering a plane’s appearance and ‘physical’ nature, mysterious forces acting on behalf of the belief.
Fundamental – whatever. Examples may include changing the ways the planes work, Sigil’s position, the nature of the multiverse, anything.

Now this table is as much as stab into the dark as anything we've said so far. It's a model of what I envision the final result to be like, no more. The examples given for each category are just that, examples. To truly transfer Sigil from the Outlands to the Prime (or the Far Realm for that matter) might require a Belief Score of 30 (3^30 believers) or more - DM's decision.

A problem we haven't considered before is the matter of numbers. The figures one hears for the population of Sigil run from under 100'000 to many millions (I myself would put it in the low millions range, half-remembering a tidbit about a million Indeps being a considerable part of it, back during the Great Upheaval). But what of the other planar cities and the Prime?

Also I didn't touch on the matter of gods ...

Sarrin's picture
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Power of belief gameplay mechanic

shouldn't you also factor disbelievers into the equation? people who believe that such a thing specifically can't take place? they should detract from belief, but only if they are focused on one exact thing. much like disbelief can shear through an illusion spell, so too can it act against belief if properly directed.
remember though- if someone thinks somthing is unlikely or improbable, or just never conciously thinks about that concept, they can't disbelieve it. disbelief can only be a concious effort of will, or an unconcious effort upon being faced with somthing unexpected and unbelievable.

nick012000's picture
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Power of belief gameplay mechanic

Mr. Epic Bard could abuse that, easily. Give him a high enough Diplomacy score that he can shift people's attitudes from Hostile to Fanatic (even with the -10 penalty to do it as a full round action), and the Epic Leadership and Legendary Commander feats, and he can easily whip up a cult that will elevate him to deity-hood in a matter of days.

Give him enough time to have his fanatical army conquer a Prime world or two, and he will have enough belief to begin reshaping the planes. :shock:

Fidrikon's picture
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Factor
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Power of belief gameplay mechanic

Isn't that what Vecna, you know, did?

Rhys's picture
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Power of belief gameplay mechanic

I don't really think the game needs a specific mechanic for generating deityhood via force of belief from worshippers. Anyone who designs something like that would have to make it far too difficult for PCs to manage normally. It shouldn't ever happen unless the DM wants it to happen. And if the DM wants it to happen, it's all too easy for him to make the circumstances anyway. If the DM wants a new god to appear, he's just going to have to insert a secretive cult numbering in the hundreds of thousands into his campaign, or a Prime world full of adoration. If the PCs want to make a new god appear, too bad. It's the DM's world, and the ascendance of new gods is far beyond players or player characters.

taotad's picture
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Power of belief gameplay mechanic

Hello!
Since the dawn of 3rd edition I've contemplated how the mechanic of belief could be ported over to the new system. What I always fancied about the old system was that the system was intuitive and really on the side of the system. Anyone could store up belief, regardless of levels and power. A 0th lvl beggar could have more belief than the most powerful priest, and that made the whole thing more attractive to me. It guided system-loving players into the whole mood of the setting, and added meat to the role-players.

The prospect of integrating it into the skills system makes sense in regards to the philosophy of 3rd edition, but takes away the mystery and ... weirdness of it all. Puzzled

I've tried to make belief systems based on skills before, and I've tried to make systems based on an entirly new class progression system (on the rattler's old forums - crazy idea), but I haven't been succesful in either. Its darn difficult, maybe because the original mechanic (in PW handbook) was a bit flawed as well (IMO). I've landed on a compromise which I've posted as an article on PW. Its a little bit on the simple side but until anyone comes up with something that reflects the brilliance of the original idea it serves its purpose.

Surreal Personae's picture
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Power of belief gameplay mechanic

Would a mechanic like this require some kind of resources to be spent (like time, XP, or action points?)

Daylen's picture
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Power of belief gameplay mechanic

if the dm doesn't want to do something because it would alter his campaign in an undesired way, well there is such a thing as counter belief.

--ex players are a group of epic bards that convert 1000 people over to being ringworlders, meaning that they believe with utmost sincerity that the body they live on is just like in the old sci-fi book ringworld instead of a sphere. well dm laughs at them and says yea but
1 billion people believe the body they are on is a banana so the world you guys are on is a banana Sticking out tongue

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