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[4e] New Rituals
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<blockquote data-quote="Doc Eldritch" data-source="post: 4324977" data-attributes="member: 68817"><p>The reason I did not deal with binding in the ritual and just 'assumed it', is that it is just one more hurdle to jump through, and no other edition of DnD has forced casters to do such a thing. You summon something and it is yours to play with.</p><p>Plus, you are increasing their chances of failure by using a skill challenge (since usually only the summoner is involved, they have to make all the rolls alone, which increases the chances of a failure occurring), or even using a 'binding' period. The skill check exists to incorporate that function. It is not so much that the summoning fails, but that you fail to bind the creature properly.</p><p>Now, I do admit, some of the calling type spells in 3.X had a saving throw mechanic in place (though arguably the ritual skill roll can take its place). One thing I did toy with was using the target's Will defense as the threshold, rather than a static DC. So Will defense or lower fails, +5 is one day, +10 is a week, +15 is a year and a day.</p><p></p><p>Edit: I added an optional table using such rules to the document, let me know what you think.</p><p></p><p>As far as using XP costs as a basis for how much you can control, I thought of that at first, and might still go with it, but it got a bit cumbersome. The Ritual of Binding does not even bother with that, just setting a hard cap on the number you can control, since you get less of them overall. Create Undead I wanted a cap on, since it is not unusual to have large numbers of undead at a necromancer's command.</p></blockquote><p></p>
[QUOTE="Doc Eldritch, post: 4324977, member: 68817"] The reason I did not deal with binding in the ritual and just 'assumed it', is that it is just one more hurdle to jump through, and no other edition of DnD has forced casters to do such a thing. You summon something and it is yours to play with. Plus, you are increasing their chances of failure by using a skill challenge (since usually only the summoner is involved, they have to make all the rolls alone, which increases the chances of a failure occurring), or even using a 'binding' period. The skill check exists to incorporate that function. It is not so much that the summoning fails, but that you fail to bind the creature properly. Now, I do admit, some of the calling type spells in 3.X had a saving throw mechanic in place (though arguably the ritual skill roll can take its place). One thing I did toy with was using the target's Will defense as the threshold, rather than a static DC. So Will defense or lower fails, +5 is one day, +10 is a week, +15 is a year and a day. Edit: I added an optional table using such rules to the document, let me know what you think. As far as using XP costs as a basis for how much you can control, I thought of that at first, and might still go with it, but it got a bit cumbersome. The Ritual of Binding does not even bother with that, just setting a hard cap on the number you can control, since you get less of them overall. Create Undead I wanted a cap on, since it is not unusual to have large numbers of undead at a necromancer's command. [/QUOTE]
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