Kamikaze Midget said:
This thread is pretty hot.
There just needs to be a way that you're "spending" something to gain these rituals. I'd be pretty content if it was GP or time or some other non-adventuerer-realated resource.
I believe it was said that to learn a ritual, you needed to: a) find someone who could teach it to you, and b) invest the necessary time.
Celebrim said:
A ritual like 'Craft Wooden Item' doesn't tell you much in and of itself about the difference between crafting a wooden toy, a chest of drawers, and a tall sailing ship. On the other hand, do you really want a system where you learn 'Craft Chair', but are unable to make tables till you learn 'Craft Table' and so forth. I've seen MMORPGs that work something like that, but they manage to get away with because of things like autumated tracking of what you know, limited in game options, and different expectations of play.
I'm not sure I want a character sheet that lists under known rituals, 'Fry Fish', 'Make Sandwich', 'Bake Bread', 'Bake Cake' and 'Make Curry'. I think I'd just be happy with 'Cook Food'.
Well, there's a few basic levels of "wooden item." For instance, I acknowledge that "craft table" is too specific, but what about "Craft Furniture." Because while the difference between a chair and a table isn't that great, there's a world of difference between being able to build furniture and being able to build a sailing ship. I'd be thinking of a series of tiered rituals. At the basic level are things like carpentry and blacksmithing, which are a prerequisite to learn the ones for "shipbuilding" or "weaponsmith." Make sense?
Celebrim said:
I'm not familiar enough with the IH rules. How exactly is this different than just letting characters buy things?
Well, you
can just let characters buy things. But wealth feats are a way of codifying some of the more nebulous benefits with rules. There are feats for Cohorts and Followers, for instance, political connections, and even mansions. You create a "wealth pool" by converting your gold to wealth points on a 100:1 basis. Cashing them out, you get 50 gp for ever wealth point. Beyond that, I guess the best way to illustrate it is for me to post one...
MONEY BUYS INNOCENCE [WEALTH]
Your frequent bribes to the local magistrates ensure that in any legal case short of a killing spree, you need not worry about imprisonment.
Prerequisites: You must spend 10 wealth points as an initial bribe to judges, town guard commanders, and so forth. Each month afterward, you must spend an additional point from your wealth pool to maintain their protection. If you miss a payment, you must spend 5 wealth points within three months of the missed payment to retain this benefit. Otherwise, you must regain this feat as normal.
Benefit: If you’re charged with any crime short of murder or theft of more than 10,000 gp, the guard sets you free. In any case where you’re charged with murder or theft of more than 10,000 gp and the evidence consists of your word against another person’s testimony, you win an acquittal or pardon.
If you charge another person with a minor crime that results in imprisonment for a week or less, the defendant is always found guilty.
In a case where both the plaintiff and defendant have this feat, the two must secretly spend wealth points on a bribe. Whoever delivers the larger bribe wins the case if there is reasonably compelling evidence for a favorable result.
Special:This feat assumes that the local constabulary is open to bribery. The DM may rule that you can’t take the feat, or that you must pay more than the listed rates. It’s much more difficult to bribe officials in a city whose rulers actively campaign against corruption. Your DM may double, triple, or quadruple this feat’s costs depending on the situation at hand.
Does that explain the general concept?
Obviously, DM's who have less trouble "winging it" don't need these feats, but I thought they were pretty cool. On the other hand, I understand they're not for everyone.