I quite like the idea of all unspent Might being lost at each Turn change. This encourages people to spend, which is what we want in Divinus Lite.
However, if we have such a mechanic, then requiring that people spend all their Might the previous Turn to be allowed to Level up might be redundant and onerous. Also, Might spent on Levelling Up would count for Might spent, so it doesn't fix too much except for finding a way to get rid of the loose change. (But if you want to keep it, that's fine too. It does ensure that only active players get to level up.)
I think we should choose one or the other - either Might is lost at Turn change and one can level up regardless, or Might is kept at Turn change but to level up it needs to have all been spent.
TiPis are not necessary (unless you allow them to be stockpiled, but that would cause confusion). They are really just 0.25 Might which can't be used for Might-only actions. They may as well be omitted from Divinus Lite, and you just replace their function with fractional Might expenditure (like we have been doing anyway). Having a single currency is far simpler than having two.
Unless I misunderstood Termite's above response to Capy, I think we're all generally in agreement that Frerpoints/TiPis can be done away with. SO MUCH FOR REBRANDING xD
Avatar costs have been changed. Current costs go 1-2-4-8-12-16-20-etc, not simply doubling. This is because we decided that the benefit provided by more Avatars is far closer to linear than exponential.
I've always found the wording of the worshipper mechanics for Demigods a little cumbersome and somewhat vague, especially with the scaling ratios. A simpler phrasing would be: Demigods get 1 Might Recuperation for every 1000 Worshippers, up to a cap of 4 Might Recuperation.
Done!
If we want to ever do a cross-over between Divinus Mk.2 and Divinus Lite, then I suggest that we keep the Primordials the same between the two.
I don't think that's necessay. Divinus-lite will be its own World-Universe, separate from that of Mk.II. Amul DOES oversee many universes, so retaining him is entirely possible, but I REALLY like Mater Lei. I was telling Cyclone that just her pose speaks 'interventionism'. I imagine she'll be far more involved in the plot, which Amul - due to his character or whatever - isn't.
Do we want to reduce the Khookie cost for levelling up Heroes, to be in line with the reduced Khookies per post?
I don't think it's necessary - heroes will be earning 2 khookies per post, and posts will probably be far more frequent, which balances things out overall. So while a 14,000 character post in Mk.II earned one 10 khookies, five posts which probably won't amount, all together, to more than 500 characters will do the same in Divinus lite. Many of these posts will probably be just to-and-fro responses, if my understanding of free RPs is right.
More details on quests. Quests could be set by GMs. Gods could also spend Might to create a quest which some Heroes could complete. The prize for the quest should be more efficient than simply spending Might to Level Up the Heroes. Unless you want to allow Gods to create quests for free, in which case we would have to specify a limit such as only one active quest per God, and you can only create one quest per Turn. We would have to ensure that quests meet some minimum standard of difficulty, so they cannot be abused to rapidly level up Heroes. We can permit a quest to be completed multiple times if that is within the parameters of the quest, although each Hero can only claim the prize once. Multiple Heroes working together to complete a quest all gain the full prize. It must be specified that all Heroes have the opportunity to learn of the existence of a quest (via rumours, legends, proclamations, visions, etc.); no secret/private quests allowed.
I think quests created by gods for free would be fine, with the limits you specify. Perhaps we can also limit each Hero to one quest per turn, in case we get someone who goes off completing a-quest-a-post or multiple quests in a single post.
With regards to weakening gods to Smaug or Sauron levels; I reiterate that Divinus isn't a superheroes RP. Gods need to be powerful, semi-transcendent beings with tremendous power. If that creates perceived issues with characters not being destructive enough due to plot purposes, then that is where beings like the Primordials come into play - either to stop it directly, or to act as a force that dissuades gods from being overly destructive for fear of punishment.
With regards to limiting powerful weapons; I concur with the proposition that Divine weapons should cost a flat amount of MP (maybe 2 rather than 1, to differentiate between 'Hero' weapons and 'Divine' weapons) and that we encourage the building of components and systems rather than straight-out 10/20/30 Might stuff.
As for skipping the creation montage; I think for a Divinus-lite that's reasonable. We can have the Primordials create the universe, laws, etc. and just bring the world into being above a planet already thriving with basic life.
As for Domains being useless; it's meant to be a way to prevent characters from stepping on each other's toes, and delineating exactly where one god's sovereignty beings and another's ends. When we have two gods of Water, the portfolios help us to manage where exactly within that Domain each has absolute sovereignty. If the whole 'you cannot take up Domains/portfolio that are your natural opposite' is problematic, we can remove that. But the Domain(Portfolio) system itself provides a good framework and I see no reason to get rid of it completely.