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*Pathfinder & Starfinder
Are Rituals Vaporware?
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<blockquote data-quote="Sashi" data-source="post: 4214235" data-attributes="member: 61842"><p>muffin may be trolling, but he's also got a point.</p><p></p><p>Any spell that, in the vancian system, was useless in or not meant for combat can be turned into a ritual. Because, really, that's what we wanted them to be. Scry isn't "I prepare scry, cast it, and then sit down with this crystal ball" it's "I bring out my crystal ball, enact the ritual of scrying, and during this ritual I see far away places through the ball."</p><p></p><p>Rituals will add to versimilitude, because not all people who can do one kind of magic can do another. In 3.5 if you needed to contact another plane, you had to track down someone who could cast the 5th level spell "Contact other plane", which implied that they were a 9th level wizard at least, with all that being 9th level implies. With Rituals, you have the "contact extraplanar being" ritual, which belongs to Glenda the Good Gypsy. She could be a high level Warlock (and the potential villain of a campaign down the line) or just a one-shot NPC. The fact that she knows the ritual means only that.</p><p></p><p>I have a feeling that creating new rituals will be fairly simple:</p><p></p><p>Step 1: Find a spell/Spell Like Ability that existed in 3e/2e/BECMI/1e but isn't an ability in 4e</p><p>Step 2: Make sure it's not disallowed/obsolete through 4e (Magic Weapon? Probably not allowed/needed. Overland flight? Probably yes.)</p><p>Step 2: Follow a simple guide to determine the cost/level/length of a corresponding ritual</p><p>Step 5: Make it accessible to the proper PC/NPC/Monster</p><p></p><p>As far as I can tell, rituals are almost literally "magical abilities from previous editions that have been removed from combat" and instead of making it a BAD choice to prep a certian spell to make it "ritual like" ("Phantom Steed? You prepared PHANTOM STEED? As your 3rd level spell? We needed dispel magic!") they make it a ritual. Rituals are probably going to be intentionally vague because they're just "how to make magic that does whatever you want but doesn't affect combat balance".</p><p></p><p>Want an NPC weather shaman with the ability to make rain for crops? He knows a ritual for that.</p><p>Want a nobel djinn to have the ability to bring willing allies to the brass city? He knows a ritual for that.</p><p></p><p>Where things get difficult are when people want to use rituals as a backdoor to bring abusive spell use back into combat. There may be a "Wall of Iron" ritual that allows you to repair breached holes in castle walls, or wall off a tunnel to prevent your enemies escape. But you're probably not going to be able to make a wall of iron just to crush people like you did in previous editions.</p></blockquote><p></p>
[QUOTE="Sashi, post: 4214235, member: 61842"] muffin may be trolling, but he's also got a point. Any spell that, in the vancian system, was useless in or not meant for combat can be turned into a ritual. Because, really, that's what we wanted them to be. Scry isn't "I prepare scry, cast it, and then sit down with this crystal ball" it's "I bring out my crystal ball, enact the ritual of scrying, and during this ritual I see far away places through the ball." Rituals will add to versimilitude, because not all people who can do one kind of magic can do another. In 3.5 if you needed to contact another plane, you had to track down someone who could cast the 5th level spell "Contact other plane", which implied that they were a 9th level wizard at least, with all that being 9th level implies. With Rituals, you have the "contact extraplanar being" ritual, which belongs to Glenda the Good Gypsy. She could be a high level Warlock (and the potential villain of a campaign down the line) or just a one-shot NPC. The fact that she knows the ritual means only that. I have a feeling that creating new rituals will be fairly simple: Step 1: Find a spell/Spell Like Ability that existed in 3e/2e/BECMI/1e but isn't an ability in 4e Step 2: Make sure it's not disallowed/obsolete through 4e (Magic Weapon? Probably not allowed/needed. Overland flight? Probably yes.) Step 2: Follow a simple guide to determine the cost/level/length of a corresponding ritual Step 5: Make it accessible to the proper PC/NPC/Monster As far as I can tell, rituals are almost literally "magical abilities from previous editions that have been removed from combat" and instead of making it a BAD choice to prep a certian spell to make it "ritual like" ("Phantom Steed? You prepared PHANTOM STEED? As your 3rd level spell? We needed dispel magic!") they make it a ritual. Rituals are probably going to be intentionally vague because they're just "how to make magic that does whatever you want but doesn't affect combat balance". Want an NPC weather shaman with the ability to make rain for crops? He knows a ritual for that. Want a nobel djinn to have the ability to bring willing allies to the brass city? He knows a ritual for that. Where things get difficult are when people want to use rituals as a backdoor to bring abusive spell use back into combat. There may be a "Wall of Iron" ritual that allows you to repair breached holes in castle walls, or wall off a tunnel to prevent your enemies escape. But you're probably not going to be able to make a wall of iron just to crush people like you did in previous editions. [/QUOTE]
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