Lizard said:
Details on long-term control are needed, but the 4e focus is entirely on "Things which occur in a combat round". Out of combat==just doesn't matter.
I think you're wrong that out of combat doesn't matter to the 4e rules set. Maybe you're not completely serious, but I'd revise your statement like this:
"Monster Manual Out of combat==just doesn't matter"
Which is why we probably won't see rituals or other long-term powers detailed in the MM. Instead, the monsters described in the MM will just have rules for combat. Monsters are made to kill, after all. But wait! What about monsters that are captured or interrogated? What about monsters that are more than their stats? I'm betting the DMG will talk about how to use monsters out of combat, in social challenges, as recurring villains, as "puppet masters", etc.
The DMG will give advice on creating an internally consistent reason for the monster's position in the plot. That could involve making up an artifact, creating a new long-term power or ritual, or rationalizing that the succubus's Bluff and Perform skills are sufficiently higher than the king's sense motive that she has flat-out seduced him (i.e. without magic).
Hussar said:
Lizard said:
You'd think, but it could simply be a listing of rituals by level with no idea how they were built.
Or it could be exactly what it should be, a set of detailed rules and guidelines. We'll see.
In any event, we KNOW for an absolute fact that there are at least guidelines which will detail the relative power levels of rituals (raise dead ritual) and that monsters will have access to rituals (lich phylactery). So, that's two things that we know right off the bat.
Here's an interesting quote from Keith Baker's blog (also discussed on WotC's 4e forums):
Keith Baker said:
Raise Dead. In 4E, it's specifically called out that you can't raise most people from the dead. By and large, when the fates cut your thread, it's over - you are sent to whatever your final fate may be. You can only be raised if you still have an unfulfilled destiny - and as it turns out, that's something most PCs (and presumably, many major villains) happen to have. This is a HUGE thing for me in terms of dealing with the logical impact of raise dead on a civilization.
Based on this, I don't think rituals will just be a list with no rules, and I don't think they will be overly vague. Keith even points out, and I think Lizard agrees, the rules for how the Raise Dead Ritual works set boundaries for what to expect in the world. In this case, when people die, they usually stay dead because bringing someone back to life is rare.
But beyond that, we also see the DM is given some handwaving powers. This is very different from 3E where the DM and the players were bound to obey the same set of rules. Here, the DM is given the authority to say, "Yes, this NPC can be brought back to life, but that one can't."
Lizard said:
On the other hand if, as the OP seems to wish, the only relevant text was "Succubi seduce people, mmmkay?", the DMs job becomes a lot harder, as he has to basically design the rules for succubi before designing a plot centering on them.
I think you're seeing things backwards, which isn't really surprising because what you say makes perfect sense from a 3E perspective. But if you're just given some text that says, "Succubi seduce people," and that is all, you can decide *how* the seduction works _after_ you decide the who and why. Reverse engineer it.
And I really think the DMG is going to provide hard and fast guidelines
for helping the DM define situations like this with a framework of rules. 3E is sooo rules-oriented, I can't imagine 4E supporting the notion that whatever the DM says goes. The party will be allowed to interact with NPCs and plots in ways that are supported by the rules, not mere handwaving. Some handwaving might be involved, but it won't be 100% DM fiat.