FourthBear said:
I think that 3e made a stab at a similarly broad system to create magic items, attempting to leverage the spell system. It showed several major problems with such attempts, I think. Context in abilities is highly important. A ritual that allows you to instantly be whisked from the Forest of Dreams to the Feywild's Glass Spires may be no problem, but that doesn't mean that a similar ritual that allows you to teleport into the lair of your greatest enemy should be balanced in a similar way. They both may involve teleportation, but just word-replace power building doesn't capture that all locations don't have the same role in a campaign.
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So, the rules for ritual design for, say, teleportation should not include things like "distance" or "magical defenses" or "knowledge of location", but, instead, "does the DM want you to teleport here or not"?
Discussion between two NPC wizards:
"Care to head to the Wavelap beach for the summer?"
"No, it's too long a ride."
"Pshaw! I know the Ritual Of The Extended Step."
"You're not up on the news. Vandemeer Bloodheart has a lair near there."
"So? He's not interested in us, he's all on about the Stone That Is An Egg or some-such."
"Yes, but that means he's got a bunch of heroes trying to stop him. So the beach is off limits as long as it's a vital plot location."
"Damn! Hmm. How about Blue Heron Lake?"
"Currently being used by a necromantic cult. Same problem."
"Blasted heroes..."