[quote=@WrongEndoftheRainbow] Re: portfolio restrictions, my only caveat is that an action should be available to a god if it helps the story, which means super heavy might multipliers and the sorts would need a lot of case-by-case balancing. im perfectly okay with it being more advantageous to talk to the relevant god. just, nobody likes adjusting their stories to be able to hold up to months of posts with no advancement to their planned plotline, or just giving them up because they REQUIRE an inactive god to be around or the might cost is way too high to justify for a single plotline. at the same time, i feel as though gods should still retain fine control over their most immediate surroundings. i didnt notice much abuse of this, and it permitted for more varied plots. nobody's gonna be hurt if a God conjures up a rainstorm in a few miles' radius. i dont think the rules should be purely based around least abusable - it should be based around most interesting and fun imo, as i think we can usually self-police the rp just fine. [/quote] [quote=@Frettzo] P.S.S.S: On the topic of removing fine control over the immediate surrounding of the Gods, I think we should keep it as it is. We could probably make the radius of their control smaller, maybe by half of what it is, but removing it entirely would be no fun. Of course, if you want to do some majestic weather stuff, you'd have to use a lotta might or lick the weather God's shoes. And, if we're gonna put this on Advanced, i don't think we have to worry too much about power-players and stuff. Not that we need to elsewhere, as we have gotten really good at discerning who would be a good player from the applicants we get. [/quote] You guys are getting the wrong idea. The point of nerfing the gods isn't at all to prevent metagaming or powerplaying or abuse. Removing these powers from the baseline things that every god can do from the start has numerous benefits: 1. It allows for progression of the sort that Capy has been going on about. Lacking the ability to teleport or travel quickly opens up the possibility to constructing a Bifrost, or a network of tunnels that lead everywhere (cool idea for someone's Sphere, btw). Similarly you could invest MP into creating an accoutrement of some sort that enhances your god's power, and so on. Whih leads into... 2. It encourages more interaction, both as gods seek out one another for help and as gods potentially try to fight over these Bifrost-esque magical sites or these fantastic artifacts that grant powers. Or even over Portfolios themselves! 3. It makes the different gods feel more unique. If everybody can make it rain over their head, that really knocks the wind out of the rain god always bringing rain where he goes or the god of darkness scaring away the very light as he creeps around. If you want to make it rain around you then you still could, provided you either pay a few MP right then and there or make some sort of artifact to enable it. [@Double Capybara] I like and agree with much of what you said there, except for what I'm about to outline below. [quote] I would like to reiterate my idea of Age-specific might discounts. Creating a chain of mountains on Galbar should be like, one might in the age of creation, even if you are not a mountain god, but creating a single tall mountain in the age of steady civilizations costs more might than the chain of mountains did in the past. Now... if those civilizations were to collapse and a dark age to start, mountains would be cheaper again, wink. [/quote] The issue with this approach is that it requires readjustment of the "price stickers" on every single item in the MP store, every single Age. I think that the same effect can be achieved by simply giving everyone a substantial piggy bank of [b]Free Points[/b]* for the Age that can only be spent on the Age-specific things. If we want more mountains during the Age of Creation, instead of making mountains cheaper we can just hand out more Free Points. *The idea of this MP that's set aside every Age for Age-related things made my mind stray back to our current system that gives out 1 FP every turn. Since the FP has been decided to basically just be 0.25MP, it's not at all significant. Its efects are more or less overshadowed by how Portfolios can grant free actions. I had decided that I was going to just remove Free Points from the new Divinus, but then I realized that it makes sense to call the special piggybank of Age-specific MP...Free Points. As I imagine it, the new Free Points should have mechanics along these lines: 1. A FP is equal in power to a MP, however it can only be spent on things related to the current Age. 2. Everybody will receive the same amount of FP every Turn in addition to their usual MP income, however this amount is variable and depends on the Age that we're in. 3. Your FP certainly does not carry over between Ages, and perhaps not even between Turns within the same Age. The point of passing out a bunch of FP each Age is first to define the scope of changes that we want to see, so you might well get 10FP on Turn 1 to make all sorts of mountains and oceans, but I don't want someone to save half their FP every turn and then suddenly unleash it all on making a super-city come Turn 5 or 6. And the second point of FP is to encourage actions related to the current theme, which again demands that the FP be a temporary (and somewhat optional) offer. 4. Spending FP [i]does[/i] contribute to you building up enough actions related to a certain idea to adopt said idea as a Portfolio, however they contribute at half(?) the amoun that spending true MP does. In effect this ensures that throwing around your actual MP (a more significant display of dedication, I'd say) will still quickly let you adopt a Portfolio, but that FP can get the ball rolling. It seems thematic for gods to start adopting Portfolios relating to metalworking, crafting, etc. during the Age of Bronze, when metalworking starts to become a big thing and everyone has lots of FP to spend on things related to bronze and metalworking.