Herald of I
First Post
My players never use rituals unless they're in extended downtime mode, or about to rest.
While objectively, they all know the ten minute casting time doesn't really matter if combat isn't imminent, they can't bring themselves to spend that long in a dungeon or other such area not doing anything, probably as a side effect of our old DM's 3rd edition game, where standing still that long was asking for trouble.
So I'm considering dropping all 10 minute ritual casting times down to a minute. This still more or less prohibits their use in combat and frankly, if a player wants to waste ten rounds chanting, I see no reason to stop them.
I plan to leave all rituals with a casting time different from the standard 10 minutes alone.
Are there any glaring problems with this I'm not seeing? It's mostly a roleplaying change as far as I can tell, and it gives magic a much more ritual impressive and useful feel to me.
While objectively, they all know the ten minute casting time doesn't really matter if combat isn't imminent, they can't bring themselves to spend that long in a dungeon or other such area not doing anything, probably as a side effect of our old DM's 3rd edition game, where standing still that long was asking for trouble.
So I'm considering dropping all 10 minute ritual casting times down to a minute. This still more or less prohibits their use in combat and frankly, if a player wants to waste ten rounds chanting, I see no reason to stop them.
I plan to leave all rituals with a casting time different from the standard 10 minutes alone.
Are there any glaring problems with this I'm not seeing? It's mostly a roleplaying change as far as I can tell, and it gives magic a much more ritual impressive and useful feel to me.
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