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D&D New Edition Design Looks Soon?
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<blockquote data-quote="Stalker0" data-source="post: 8692086" data-attributes="member: 5889"><p>I think the one issue with 4e rituals was the expenditure of "components". Components as a game mechanic is a poor price, as its extremely variable and fiddly. One group could have 2 or even 3x the gold of another. for one group casting a ritual could be a "big deal", and for another group rituals can practically be at will.</p><p></p><p>4e had the answer but didn't pull the trigger, healing surges. Healing surges are much more self contained and consistent than gold, while there is variability its not to the same extent. Its a resource that you can rely on. If rituals in 4e all required healing surges, I think they become a reliable and consistent part of the game. You could even add "gritty" variants where surges consumed by rituals take a week to recover or something. And if you want to ensure spammed spells is controlled, you can make it where each time you cast the same ritual again in a day, it costs 1 additional healing surge (so 1 surge the first time, 2 the second, 3 the third, etc). That keeps rituals from being spammed, keeps them special.</p><p></p><p>In 5e terms, you could use hitdice to power that, which makes ritual rates a linear progression of character level, which is a very nice and easy growth in power.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8692086, member: 5889"] I think the one issue with 4e rituals was the expenditure of "components". Components as a game mechanic is a poor price, as its extremely variable and fiddly. One group could have 2 or even 3x the gold of another. for one group casting a ritual could be a "big deal", and for another group rituals can practically be at will. 4e had the answer but didn't pull the trigger, healing surges. Healing surges are much more self contained and consistent than gold, while there is variability its not to the same extent. Its a resource that you can rely on. If rituals in 4e all required healing surges, I think they become a reliable and consistent part of the game. You could even add "gritty" variants where surges consumed by rituals take a week to recover or something. And if you want to ensure spammed spells is controlled, you can make it where each time you cast the same ritual again in a day, it costs 1 additional healing surge (so 1 surge the first time, 2 the second, 3 the third, etc). That keeps rituals from being spammed, keeps them special. In 5e terms, you could use hitdice to power that, which makes ritual rates a linear progression of character level, which is a very nice and easy growth in power. [/QUOTE]
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