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Buffing Wizards?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 4688873" data-attributes="member: 82106"><p>I think the ritual mechanics are great! They accomplish a whole bunch of things in one package, and do away with a whole slew of problems that long casting time spells had in earlier additions.</p><p></p><p>The DM doesn't have to worry any more about weird ad-hoc uses of 'non-combat' spells in a combat situation anymore, which were often the source of a lot of abuse in the old days. This also allows rituals to be freed up of most of the odd limitations some of those spells had tacked onto them to prevent said abuse.</p><p></p><p>MANY of the rituals should be quite useful in a variety of situations. Any number of them can be used to buff the party for instance (potion brewing being the most straightforward example). Magic Circle is great if you know you will soon be in a defensive battle. Make Whole can have a number of creative uses. Phantom Steed can be nice. Silence, Tenser's Disk, Water Walk, Leomund's Chest, Knock, Hallucinatory Item, the various Eyes, Arcane Lock... These are only ones that can have a fairly material effect on combat at low level if used creatively.</p><p></p><p>Also from the DM's perspective rituals are a great catch-all explanation for things that happen off stage. I know that doesn't help PCs, but it is a nice virtue of the concept in general.</p><p></p><p>Once you get into the Paragon Tier it gets even better. The wizard with a good repertoire of rituals really starts to become the go-to man for solving all sorts of "little problems".</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 4688873, member: 82106"] I think the ritual mechanics are great! They accomplish a whole bunch of things in one package, and do away with a whole slew of problems that long casting time spells had in earlier additions. The DM doesn't have to worry any more about weird ad-hoc uses of 'non-combat' spells in a combat situation anymore, which were often the source of a lot of abuse in the old days. This also allows rituals to be freed up of most of the odd limitations some of those spells had tacked onto them to prevent said abuse. MANY of the rituals should be quite useful in a variety of situations. Any number of them can be used to buff the party for instance (potion brewing being the most straightforward example). Magic Circle is great if you know you will soon be in a defensive battle. Make Whole can have a number of creative uses. Phantom Steed can be nice. Silence, Tenser's Disk, Water Walk, Leomund's Chest, Knock, Hallucinatory Item, the various Eyes, Arcane Lock... These are only ones that can have a fairly material effect on combat at low level if used creatively. Also from the DM's perspective rituals are a great catch-all explanation for things that happen off stage. I know that doesn't help PCs, but it is a nice virtue of the concept in general. Once you get into the Paragon Tier it gets even better. The wizard with a good repertoire of rituals really starts to become the go-to man for solving all sorts of "little problems". [/QUOTE]
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