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General Tabletop Discussion
*Pathfinder & Starfinder
Are Rituals Vaporware?
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<blockquote data-quote="FourthBear" data-source="post: 4213999" data-attributes="member: 55846"><p>I think it's a big mistake to grant broad, wide powers like Teleport without Error, then in the next bit declare all truly interesting areas off limits because of wards, mysterious magical fields and the like. I find it far more damaging to verisimilitude to have every major villain either have his lairs undiscoverable, teleportation warded or have some contrived explanation why *this* time the PCs teleportation powers won't allow them to simply pop in and ambush the enemy. Or worse, vice versa: why don't the bad guys (who most frequently *do* have access to the same ubiquitous and universal scrying and teleportation powers) constantly ambush the PCs? You can always give out teleportation wards and magical items to every party at mid-to-high levels to prevent that (although I'll note they don't exist in the core rules for 3e with anywhere near the portability and area that would be required for any reasonably mobile adventuring party). But if you're just going to turn around and nerf the powers with counter-powers, why not skip the middleman and simply come up with less abusable powers in the first place?</p><p></p><p>Further, such broad powers aren't even very true to the vast majority of the genre inspiration for D&D. Specific instances of powers can be far easier to control than simply granting the keys to the kingdom. I think that portal based and teleportation rituals to specified locations is a much wiser choice than: you get a ritual that teleports you anywhere your can name. The latter is just setting expectations up to be dashed.</p></blockquote><p></p>
[QUOTE="FourthBear, post: 4213999, member: 55846"] I think it's a big mistake to grant broad, wide powers like Teleport without Error, then in the next bit declare all truly interesting areas off limits because of wards, mysterious magical fields and the like. I find it far more damaging to verisimilitude to have every major villain either have his lairs undiscoverable, teleportation warded or have some contrived explanation why *this* time the PCs teleportation powers won't allow them to simply pop in and ambush the enemy. Or worse, vice versa: why don't the bad guys (who most frequently *do* have access to the same ubiquitous and universal scrying and teleportation powers) constantly ambush the PCs? You can always give out teleportation wards and magical items to every party at mid-to-high levels to prevent that (although I'll note they don't exist in the core rules for 3e with anywhere near the portability and area that would be required for any reasonably mobile adventuring party). But if you're just going to turn around and nerf the powers with counter-powers, why not skip the middleman and simply come up with less abusable powers in the first place? Further, such broad powers aren't even very true to the vast majority of the genre inspiration for D&D. Specific instances of powers can be far easier to control than simply granting the keys to the kingdom. I think that portal based and teleportation rituals to specified locations is a much wiser choice than: you get a ritual that teleports you anywhere your can name. The latter is just setting expectations up to be dashed. [/QUOTE]
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Are Rituals Vaporware?
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