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Arcane Power Excerpt: Rituals
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<blockquote data-quote="WhatGravitas" data-source="post: 4715489" data-attributes="member: 33132"><p>I think... this sounds a bit like an overreaction from previous editions, especially 3E/3.5E. Let me explain why:</p><p></p><p></p><ul> <li data-xf-list-type="ul">Long rests (which you can only take outside a dungeon) were king, due to the power of spells - but extended rests are much less powerful now, hence the need for getting out to get an extended rest decreases.</li> <li data-xf-list-type="ul">It's a one-way teleport - getting out might work, getting in is then very hard - unlike the teleport spell before, so it is a retreat as a steep cost: You give up a lot of ground you gained by getting into the dungeon in the first place. And the next circle you can dial might not be that close. And everybody will be alerted - and you might even be traced... getting these undeads right into your sanctuary? Nasty.</li> <li data-xf-list-type="ul">Rituals cost money, so it's already a bit like the scroll situation you described, these won't be thrown around wily-nily.</li> <li data-xf-list-type="ul">Chance of failure. Rituals can be hard - even with your bog-standard ritual you can fail - under pressure, even more so. In fact, taking the chance to do a ritual will force the party to stay in the same place, hence faciliating exactly the situations you described.</li> <li data-xf-list-type="ul">In short, it reads more like dialling the DHD in Stargate, due to the very changed nature of all teleportation rituals. And these scenes were a source of tension (though it got a bit repetitive - but so does fleeing the dungeon on foot each time).</li> </ul><p></p><p>To sum up, I think the problem is not as bad as you described and that it can also open up new possibilities.</p><p></p><p>Cheers, LT.</p></blockquote><p></p>
[QUOTE="WhatGravitas, post: 4715489, member: 33132"] I think... this sounds a bit like an overreaction from previous editions, especially 3E/3.5E. Let me explain why: [LIST] [*]Long rests (which you can only take outside a dungeon) were king, due to the power of spells - but extended rests are much less powerful now, hence the need for getting out to get an extended rest decreases. [*]It's a one-way teleport - getting out might work, getting in is then very hard - unlike the teleport spell before, so it is a retreat as a steep cost: You give up a lot of ground you gained by getting into the dungeon in the first place. And the next circle you can dial might not be that close. And everybody will be alerted - and you might even be traced... getting these undeads right into your sanctuary? Nasty. [*]Rituals cost money, so it's already a bit like the scroll situation you described, these won't be thrown around wily-nily. [*]Chance of failure. Rituals can be hard - even with your bog-standard ritual you can fail - under pressure, even more so. In fact, taking the chance to do a ritual will force the party to stay in the same place, hence faciliating exactly the situations you described. [*]In short, it reads more like dialling the DHD in Stargate, due to the very changed nature of all teleportation rituals. And these scenes were a source of tension (though it got a bit repetitive - but so does fleeing the dungeon on foot each time). [/LIST] To sum up, I think the problem is not as bad as you described and that it can also open up new possibilities. Cheers, LT. [/QUOTE]
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