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General Tabletop Discussion
*Dungeons & Dragons
Casters vs Martials: Part 2 - The Mundane Limit
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<blockquote data-quote="bert1001 fka bert1000" data-source="post: 8494180" data-attributes="member: 7029588"><p>4e basically seperated all the big narrative effecting spells into rituals -- long range teleport, overland flight, planar travel, divination, long lasting water breathing, permanenet wall building, etc. Rituals took longer to cast.</p><p></p><p>Traditional spell casters got "regular spells" that allowed them to do some things rituals could do but in a more limited manner -- short term flight, short range teleport, short duration walls, etc.</p><p></p><p>You only needed the Ritual Caster Feat and usually trained in Arcana, Religion, or Nature depending on the type of ritual to cast Rituals (and sometimes expensive ingrediants). Many traditional spellcasters got Ritual Caster for free, so normally no one else really needed to get it.</p><p></p><p>Martials could get trained in Arcana and get the Ritual Caster Feat fairly easily if they wanted to. Totally by choice of course.</p><p></p><p>So, yes this would turn them into a specific kind of spellcaster. They wouldn't be strictly martial then anymore, although all their combat power would basically still be martial.</p><p></p><p>This was to allow access to these narrative spells regardless of party composition. Of course, it would be trivally easy to restrict Ritual Caster to traditional spell caster classes for a different flavor.</p><p></p><p>In the PH, I don't think there were any automatically gained rituals at higher level either. So the choice of what Rituals to include in your game was entirely up to the DM / table consensus.</p></blockquote><p></p>
[QUOTE="bert1001 fka bert1000, post: 8494180, member: 7029588"] 4e basically seperated all the big narrative effecting spells into rituals -- long range teleport, overland flight, planar travel, divination, long lasting water breathing, permanenet wall building, etc. Rituals took longer to cast. Traditional spell casters got "regular spells" that allowed them to do some things rituals could do but in a more limited manner -- short term flight, short range teleport, short duration walls, etc. You only needed the Ritual Caster Feat and usually trained in Arcana, Religion, or Nature depending on the type of ritual to cast Rituals (and sometimes expensive ingrediants). Many traditional spellcasters got Ritual Caster for free, so normally no one else really needed to get it. Martials could get trained in Arcana and get the Ritual Caster Feat fairly easily if they wanted to. Totally by choice of course. So, yes this would turn them into a specific kind of spellcaster. They wouldn't be strictly martial then anymore, although all their combat power would basically still be martial. This was to allow access to these narrative spells regardless of party composition. Of course, it would be trivally easy to restrict Ritual Caster to traditional spell caster classes for a different flavor. In the PH, I don't think there were any automatically gained rituals at higher level either. So the choice of what Rituals to include in your game was entirely up to the DM / table consensus. [/QUOTE]
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Casters vs Martials: Part 2 - The Mundane Limit
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