Andor said:
As soon as someone starts giving me seperate pools of money to buy guns and food with I'll agree with you on this.
Obviously that's why I think they should be free as far as gold is concerned. I like that they need props and such of course.
(Btw, "they" = most rituals).
Andor said:
Quips aside, no I don't think that there is any mechanical requirement for them, aside from a design decision on the part of the 4e team that magic should never have any practical day to day use except for the 'Lifestyles of the rich and bloodthirsty' crowd.
That is indeed perhaps an element at play.
IanB said:
If rituals were free, characters would be constantly spamming them any time they thought they might get the tiniest advantage out of doing so.
1. Remember I mean "most" rituals. There are some obvious exceptions.
2. Show me where this is a problem. Show me where they are going to get "spammed", even. In the typical adventure, I certainly don't see it.
Cryptos said:
In many cases, rituals reduce adventurers' costs, secure valuables, or provide opportunities to find treasure and make money. Having them free would allow adventurers to avoid costs.
Buy new equipment or Make Whole?
Make whole is an obvious exception that the general point I was making, I think. Most rituals (such as Knock) don't reduce costs for the party.
Cryptos said:
Rent or buy enough pack mules and a cart (or enough henchmen) to carry around 500 - 1000 (up to 2,000, even) pounds of goods or spend 10gp on Tenser's Floating Disk?
Getting the ritual isn't free, it costs 50 gold. Also, such goods are relatively trivial for adventurers to acquire, very often they can get these things for free as part of an adventure if they wanted. (Granted, Tenser's Disk would be one of those things that need some other limitation on it, such as you only being able to cast it once per day).
Cryptos said:
Hire a courier, an animal trainer to train a messenger pigeon, etc, or cast a ritual for instant communication?
Again, there is a cost to learn this rituals. Communication they provide can be nice, but doesn't hurt the game in any way (and again, who can use them is limited).
Cryptos said:
Go to a temple to have the dead raised and pay through the nose, or raise the dead yourself?
I am not talking about making it free to have OTHERS do the ritual. Obviously services would have to cost money for believability. As for raising your own comrades, there is already an inherent cost in that (they have to have died). Honestly I do feel that's a sufficient limitation, given the game mechanics on death. Of course, some sort of cost (not necessarily gold) is needed to explain why it isn't used all the time on dead people, but raise dead is clearly one of the exceptions that needs a restriction beyond casting time for believability reasons (not game balance reasons though).
Cryptos said:
Hired a skilled, educated translator to follow you around or Comprehend Languages?
Someone like that has a lot of useful information available to him that Comprehend Languages would not provide. Also, when you need Comprehend Languages (which is fairly rare), it is unlikely you have the option of a translator.
Cryptos said:
In many cases, rituals allow adventurers to avoid physical travel, or have easier travel options, better communication, equipment repair, reduces the need for skilled hirelings or services, and so on.
Teleportations might be an exception -- I don't have a current opinion on them. Diviniations are ALWAYS tricky, and the gold cost isn't a big issue there, imho. Most of the rituals don't provide anything that should have a higher cost than just learning the ritual itself and devoting the time to using them. After all, making most of them free does not break or harm the game (if it does, then please provide an example of this harm -- because I don't see it in your above ones, unless I missed something).
Dragonbait said:
AND if you think about religious rituals of the days of yore, they often required 'sacrifices' of a variety of things. Spell components, basically. Silver crosses, bales of wheat, and so on. The GP cost represents this.
That MIGHT make sense for SOME religious rituals. It certainly doesn't make sense for all. It makes much less sense for nature-based or especially arcane-based rituals. Also, many such sacrifices (such as a chicken or cow, say), are not really important enough to represent as a gold cost, imho. More importantly, sacrifices implies they components take up a lot more space than they apparently do, since you can walk around with components for dozens of rituals.
JDillard said:
This is a game-balance issue.
Take "Detect Secret Doors", for example. If it only took a moment, and was free, why *wouldn't* you use it, all the time? And if the wizard is detecting all the secret doors, then what good is it to have a ranger or rogue with high perception to find them?
It doesn't only take a moment. It takes TEN minutes. That's a long time, and there are a lot of reasons why it won't get spammed about in a dungeon. You'd only use it where you were pretty sure there was a secret door but couldn't find it -- consider that just 5 minutes lets everyone in the part make many perception checks looking for such things.
JDillard said:
Rituals cover things that in general can be done via other means, but the ritual method is more assured of actually happening. Giving them a gp cost means you only use them when you *need* them and are willing to pay for it, rather than using them to take away from the value of other classes.
Wizard should not be > than all.
The time restraint already restricts their application a great deal. I'd note that many people already decry how useless nearly all rituals are. The vast majority of the time, non-magical means will be used because they are quicker and certain enough. Magic will still only be used when it is needed.
FourthBear said:
I believe that ritual costs should, in anything, be higher in campaigns that focus less on combat. There, the power of rituals is even more powerful since they allow for such a wide range of effects and the power to bypass so many problems. I fear that without significant resource costs, rituals will quickly become fix-it-alls. In combat-heavy, who cares if it doesn't do damage campaigns, you could make a good case for rituals being free or low cost, since they would have less relative value.
Remember that I am only talking about many/most of the rituals in the book. If you have a particular concern about some ritual in a non-combat situation, then you should name it. I might well agree that it is problematic if it were free beyond requiring time to use (it is just I find those rituals the exception rather than the rule).
FourthBear said:
Using time as a balancing resource may be fine for some campaigns, but really only if the challenges are carefully controlled in time dependence. The restrictions on rituals then become even more situational. The pacing of the campaign then determines the utility of rituals. The gp costs may not be the most elegant, but at least they put a additional consideration and limited resource at play. They also help explain why rituals aren't in constant use throughout the gameworld.
The time rituals require, the resources to learn and acquire them (a feat and gold to buy), and the fact for everyday situations they really aren't useful, is more than sufficient enough to explain why they aren't used all the time. If you think making MOST rituals free would be problematic, then give me some examples of this, because I don't see it.