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General Tabletop Discussion
*Pathfinder & Starfinder
Decrease Ritual Casting Times
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<blockquote data-quote="Herald of I" data-source="post: 4475159" data-attributes="member: 71163"><p>I agree here. As a DM if I need to interrupt a ritual, I'm going to interrupt the ritual and it hardly matters how long it is. This much more of a player taste issue, and mine really don't like ten minutes. The sense of danger around standing still that long, is really ultimate a flavor consideration. My party would certainly <em>feel</em> safer about using magic if it was just a committment of a minute, even though the time in question has no bearing on the game.</p><p></p><p></p><p></p><p>Out of curiosity, what game are you referencing? I'm guessing Mage, but I can't find an ST, so I haven't had incentive to get too well acquainted with the rules. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>It's not a lack of immersion thing; in fact if anything it's too much of an immersion thing. My wizard loves talking about drawing arcane symbols etc. My other players go stir crazy imagining their characters standing warily around that long.</p><p></p><p>Short rests are <u>necessary</u>. Regardless of how wary my players feel, they need to take them, unlike rituals which they'd rather do without altogether, much to the ritual casters' dismay.</p><p></p><p></p><p></p><p>This is probably just an area we're going to have to agree to disagree. Of course dungeons take a long time to explore, but that exploration is the primary drive of the game. Ten minutes simply feels like to long to be an option an adventuring party would consider, though this might just be my group's particular outlook on DnD. </p><p></p><p>I'm beginning to think it's a 3rd edition attitude we're carrying over. While my group definitely approves of pushing utility magic down the power scale, slowing it down this much just feels wrong for DnD as we know it.</p></blockquote><p></p>
[QUOTE="Herald of I, post: 4475159, member: 71163"] I agree here. As a DM if I need to interrupt a ritual, I'm going to interrupt the ritual and it hardly matters how long it is. This much more of a player taste issue, and mine really don't like ten minutes. The sense of danger around standing still that long, is really ultimate a flavor consideration. My party would certainly [I]feel[/I] safer about using magic if it was just a committment of a minute, even though the time in question has no bearing on the game. Out of curiosity, what game are you referencing? I'm guessing Mage, but I can't find an ST, so I haven't had incentive to get too well acquainted with the rules. :p It's not a lack of immersion thing; in fact if anything it's too much of an immersion thing. My wizard loves talking about drawing arcane symbols etc. My other players go stir crazy imagining their characters standing warily around that long. Short rests are [U]necessary[/U]. Regardless of how wary my players feel, they need to take them, unlike rituals which they'd rather do without altogether, much to the ritual casters' dismay. This is probably just an area we're going to have to agree to disagree. Of course dungeons take a long time to explore, but that exploration is the primary drive of the game. Ten minutes simply feels like to long to be an option an adventuring party would consider, though this might just be my group's particular outlook on DnD. I'm beginning to think it's a 3rd edition attitude we're carrying over. While my group definitely approves of pushing utility magic down the power scale, slowing it down this much just feels wrong for DnD as we know it. [/QUOTE]
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