Essentials -- What happened to Rituals?

I feel the problem with Rituals has nothing to do with the mechanics or content but has everything to do with how they were presented to the player and how the player accessed them.

If you think about it... they are wizard or cleric spells from older editions but you dont have a slot to memorize and you can have as many as you can afford.

I would have made the player pick a ritual every level they get for "free"

If the Ritual Caster feat listed how many rituals the player "automatically" got each time they leveled then player's may invest some time in looking at the rituals they have to pick, then its up to the DM to give them situations to use those abilities.

Currently, its an optional ability like Brew Potion or Scribe Scroll in my opinion that some player's use and some dont. Make it something you get to pick opposed to buy.



I
 

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After all, what would you put into a PHB to emphasize "out-of-encounter" interactions?

OH! OH! OH!

*raises hand and waves it around*

ME! ME! ME!

I'd like to see a D&D that zooms out a little bit and focuses on the challenge of the dungeon at least as much as the challenge of the combat.

The skills system in D&D currently exists to solve three types of problems:

  • Learning Information: Knowledge skills and interaction skills like Streetwise reveal information. The DC's of these skills are generally set by the difficulty of observing this (or skills like Stealth or Bluff in certain cases)
  • Navigating Terrain: Mobility skills like Nature and Athletics govern how you get from Point A to Point B, and overcome obstacles in the way. The DC's of these skills are generally set by the terrain and obstacles you're facing.
  • Convincing Others: Social skills like Bluff and Diplomacy govern how you affect the attitudes of NPC's. The DC's of these skills are generally set by the stubbornness of the NPC's you're up against (or the use of these same skills).

All you need to do is expand those three basic "adventuring challenges" into things that Consume Resources (such as healing surges or daily powers...they must be replenishable, but they must be long-term), Have High Stakes (TPKs and ultimate failures, deaths and destruction, not just "oops, gonna hafta fight!"), and Allow Predictable Outcomes (Mostly, anyway...you know when you do X, your enemy will try to do Y, but there's an element of chance..ie dice rolling...that comes into play...aka: mechanics).

So, basically, what I would put in a PHB to more broadly emphasize things outside of an individual encounter would be, basically, class abilities that meet those three criteria.

I'm sure you can imagine a few right now.

I'd add to that DM guidelines for encounter layout in a dungeon, words of advice on different plotting and design techniques (dialog mapping, the dungeon as a flowchart, basic three-act structure, how options give meaning to actions, advice for pacing, etc.).

So you'd have a DM who presents a dungeon that makes use of the abilities that a player gets, and the risk wouldn't be "Do I die in this encounter?", but would be more "Can I complete this dungeon?" (which includes the former question, but also includes more than JUST that question).
 

I think part of the problem is that even more than items, rituals come with a lot of niggly book-keeping, and it between the two it can be very easy to just forget about rituals and save up for an item instead.

4e is very good at cutting down on this kind of thing, and for many people rituals and even item cost buck that trend in a not-good way.

I think the book keeping aspect has something to do with it, yes. Given that practically all other book keeping has been eliminated from the game or greatly simplified and almost never carries over in an ongoing way past an extended rest does make rituals rather distinctive.

I think a good solution would be to simpplify costings for both, and then make rituals just another sort of item- once you have it, you can use it once a day or at the cost of a surge or w/e, and you don't have to worrry about endless cost issues. OTOH, it would mean you don't have quite as many of them, even if they don't use the same resource as your items.

The cost issues in any objective analysis aren't really an issue, but they certainly seem to erect a psychological barrier. I think part of it is that when you start out with your first ritual casting character at level 1 your options are relatively expensive at first. They quickly become trivial costs but I suspect a lot of players simply never really notice.

The reason rituals HAVE a cost though, and one that isn't just erased as soon as you rest like an HS cost to cast, is legitimate though. Without some reason not to simply rely on them all the time the ritual caster starts to step on the toes of some of the other characters, like being able to just unlock almost anything with Knock. Many rituals simply have too profound an effect for that to work, and are mostly useful in contexts where a healing surge isn't really a cost, like on any day that the character is unlikely to face imminent combat or can easily rest.

Another idea would be to give each ritual a conbat mode, and a campaign mode. Balance the combat mode against item usage, so for instance, where a wizard might boost a power with their magic staff, they might instead trip or push an opponent with a floating disk. These powers would probably not be quite as good as an item power, but that balances the campaign usage.

Well, I don't really see why you can't do that now with some rituals, like Tenser's Disc. I mean page 42 is right there begging you. Do the rule books really need to spell out every possible use of every element in the game for players to even try it? AD&D spells certainly didn't and players obviously used them all the time. I mean I can see where just using Thunderwave is an easier choice than figuring out how to use your disc to do something similar but I'm not sure adding even more mechanically defined options to the game is the way I want to go. It also tends to be a double-edged sword as once you define ONE possible combat use for something then all the other possible out-of-the-box ways people might try tend to be forgotten or denigrated. Still, if people aren't going to use them AT ALL otherwise I guess you can't lose!

Of course, a reply to this would be the idea of moving items and powers into a similar 'campaign space', but I think that's a good direction to move in either way. Who says you can't use your portable hole to carry grain to a starving village, or keep warm using your flamebalde?

Well, it seems to me this kind of thing is really just implicit in the fact that it is a PnP TTRPG where the game is supposed to be open ended. Players should be coming up with this kind of thing all the time. I know that isn't true of all players, there are some who never get creative at all. Again, I'm not really sure how you do this except to just spell out a bunch of examples where you can use things in different ways. Again once you spell out a few the uncreative types will add those few to their repertoire but they aren't likely to generalize that to "I can do anything with this if I can work out how to describe it in reasonable game terms."

To a degree this could be improvised, but a simpler item/ritual system could give good GM support for such calls. Even a basic power rating and some keywords would allow a GM to map items and rituals into skill challenges, for instance, and better 'eyeball' such effects in more freeform terms. Can a flame blade blaze brightly enough to burn through a wooden door? Well, a level 17 flame blade probably can. . .

Well, I don't think I have a problem with adding some extra mechanical hooks onto rituals or items. Again though my basic response when I read this was "and most players aren't thinking like this already? Wow!"

[MENTION=7989]Wrathamon[/MENTION] Yeah, some classes do get a few free rituals. Maybe that should happen more often. Maybe making them a limited resource would actually make players value them more and pay attention to them. I don't know... It would be something to try.
 

Create Portal Ritual Missing in Essentials

I guess I have to wait until another rulebook comes out that includes a Create Portal Utility/Daily power for a spellcasting class -none of which are in the two Essentials players books (HotFL and HotFG).

Also - there is NO Ritual Caster Feat in either Essentials book either - so technically, drafting the PHB1 ritual rules into Essentials via this feat is not possible. I hate rules gaps but am still an Essentials advocate.
 

I think one of the problems with rituals was the cost. Yes, it wasn't much. But many players were saving every silver for that next item upgrade. Especially when thier DM didn't do wishlists. They may have been getting useful items, but there's always that "I'd love that" item out there to save up for.

Ironically, the new rarity system introduced alongside essentials should solve the problem and give the characters plenty of extra cash. Enough that many would be ok with spending some on rituals. But then they left them out. :erm:

I guess the result will be quite opposite. Now, if PCs tend to find less uncommon/rare items, they will try to upgrade lower level uncommon/Rare magic items they found (the newest update ensures that they can). Say, tries to upgrade their favorite +2 Radiant Fullblade into +3 Radiant Fullblade, instead of using newly found +3 Magic Fullblade.

And, at this moment, it is unclear if PCs really cannot make uncommon or rare items. Yeah, some of the essentials books mentions that uncommon and rare items are usually not made in this age. Those are very vague mentioning. Then, the newest update to the rituals clearly state that with Brew Potion you can make only common potions and elixirs. Yet WotC did not add similar update to Enchant Magic Item ritual.
 

The cost issues in any objective analysis aren't really an issue, but they certainly seem to erect a psychological barrier. I think part of it is that when you start out with your first ritual casting character at level 1 your options are relatively expensive at first. They quickly become trivial costs but I suspect a lot of players simply never really notice.
It's not jsut a psychologicla barrier, it's a logistical cost. The actual cost of muddling out all that stuff is clearly non-trivial. I mean i put a lot of effort into the two games i run, but i still look at rituals and even treasure and go "ughhhhh". I eyeball XP as well.

The reason rituals HAVE a cost though, and one that isn't just erased as soon as you rest like an HS cost to cast, is legitimate though. Without some reason not to simply rely on them all the time the ritual caster starts to step on the toes of some of the other characters, like being able to just unlock almost anything with Knock. Many rituals simply have too profound an effect for that to work, and are mostly useful in contexts where a healing surge isn't really a cost, like on any day that the character is unlikely to face imminent combat or can easily rest.
But that happens anwyay. Have you looked at the cheaper rituals? How easy it is for say, mid paragon tier PCs to use lower level divinations all damn day? Not to mention knock. There are penty of rituals that stomp all over the game in their current form, especially if they get used a lot ocne their casting cost becomes trivial.

Well, I don't really see why you can't do that now with some rituals, like Tenser's Disc. I mean page 42 is right there begging you.
Because I didn't pay the people who made the game to show me a mirror and smirk. And again, i'd much rather spare all those clock cycles for the cool stuff rules can't do, like story.

And to be frank, endlessly eyeballing rituals is high dubious- you can very quickly end up playing 'giant eagle divebomb mission' every week instead of D&D. And i say this as somebody who has done combats with the pcs on the backs of their giant spirit eagles several times. A system that gives some guidelines will allow a GM and PC to improv with an item or ritual far more effectivly than one that lacks them. And page 48 is not enough- just give items and rituals a power level and a few keywords, and that allows improvisation, but also gives a solid frame fo refrence to help incorperate those actions into the game in a balanced way.

Do the rule books really need to spell out every possible use of every element in the game for players to even try it? AD&D spells certainly didn't and players obviously used them all the time.
Yes, but ad&d was a vastly inferior version of the game.

I'm sorry, i'm not one of these people who have decided to spin the failures of past editions as merits, or pretend that 4e has 'narrowed' d&d. 4e is better, period. All 4e does is free up more of my improv time for the places it can be put to best use- characters, situations, plot, and of course, incorperating player input.

I mean I can see where just using Thunderwave is an easier choice than figuring out how to use your disc to do something similar but I'm not sure adding even more mechanically defined options to the game is the way I want to go.
Then we disagree. Rituals need an overhaul and making them comparable to items is a good first step to fixing both.

It also tends to be a double-edged sword as once you define ONE possible combat use for something then all the other possible out-of-the-box ways people might try tend to be forgotten or denigrated.
People say this a lot, but i've never seen it happen. If anything, having clear abilities for a ritual just gives you a better frame of refrence to adjudicate other uses.

Well, it seems to me this kind of thing is really just implicit in the fact that it is a PnP TTRPG where the game is supposed to be open ended. Players should be coming up with this kind of thing all the time.
No, they should not. In fact id' say that 'this kind of thing' is a terribly narrow notion of how players can be creative, and I see too much of it in threads like this. Players and gms should not be expected to improv basic things that the system should give them a framework and give them hooks on. The system should be helping them do that.

Players get to be creative in all sorts of ways, as does the GM. we should not limit them to 'dungeon logic' or anything similar, and that's what you're doing if you insist that the system must be cast aside in key situations. The system is meant to be there to help. The system exists to give us a framework so that we can work less to have more fun. A system is a lever used to make our creative work more effective in the pursuit of fun. Tossing it aside is not a merit, it's just a vestige of the days when systems were more badly designed.

Again, I'm not really sure how you do this except to just spell out a bunch of examples where you can use things in different ways. Again once you spell out a few the uncreative types will add those few to their repertoire but they aren't likely to generalize that to "I can do anything with this if I can work out how to describe it in reasonable game terms."
I disagree. You're making assumptions about play, that serve your viewpoint, but are hardly verified. I've seen heaps of cases of people using system as a springboard for creativity and improvisation.

Well, I don't think I have a problem with adding some extra mechanical hooks onto rituals or items. Again though my basic response when I read this was "and most players aren't thinking like this already? Wow!"
Funny, my response was "The system isn't helping to do this? And people are saying that's a good thing? Lol what kind of terrible systems have they been playing with? Oh. . oh that's right." And then I have a flashback to my days playing 3e.

Tossing the system aside is a thing you do when the system is bad. A good system does not restrict options, it adds to them- people can still improv, and their ability to do so is only enhanced by a well made system. As an example of what I mean, consider a flame blade.

Give it a general power rating equal to it's level, and put in some guidelines on a brief universal table, and a GM and player can use that as a rule of thumb that's going to make it a lot easier for them to not only improvise with the item, but do so in a way that prevents the item (or ritual or whatever) from hyjacking the situation and overshadowing the controbutions of other players.
 

Rituals need an overhaul and making them comparable to items is a good first step to fixing both.

I think that the ritual system should also be overhauled. Personally I felt that the cost of casting them should have been something more personal to the players like focuses and healing surges (kinda like they did for martial practices)

I understand that they made the cast times long to prevent ritual casters from stepping on the toes of others, but I think they went too far. Many of the casting times would feel better from a DMs point of view if they just had shorter cast times. Some should have long cast times, but if you didn't want some one casting a spell multiple times in a day you could also have it cost more healing surges. It just feels anti-heroic to have the players cast something for 10 minutes, its like hitting the breaks on the action.

To resolve this in my groups we tend to ignore the cast times of rituals unless its something rather dramatic like raising the dead.
 

It's not jsut a psychologicla barrier, it's a logistical cost. The actual cost of muddling out all that stuff is clearly non-trivial. I mean i put a lot of effort into the two games i run, but i still look at rituals and even treasure and go "ughhhhh". I eyeball XP as well.

Hey, it is a game where there is a certain amount of stuff that needs to be tracked. Sure, less tracking is better. I'm not actually sure where there is disagreement except I guess maybe you just don't want to track anything. I'd be all for that, but I'm at a loss to imagine how that would be achieved and have a game anything like D&D.

Funny, my response was "The system isn't helping to do this? And people are saying that's a good thing? Lol what kind of terrible systems have they been playing with? Oh. . oh that's right." And then I have a flashback to my days playing 3e.

Tossing the system aside is a thing you do when the system is bad. A good system does not restrict options, it adds to them- people can still improv, and their ability to do so is only enhanced by a well made system. As an example of what I mean, consider a flame blade.

Give it a general power rating equal to it's level, and put in some guidelines on a brief universal table, and a GM and player can use that as a rule of thumb that's going to make it a lot easier for them to not only improvise with the item, but do so in a way that prevents the item (or ritual or whatever) from hyjacking the situation and overshadowing the controbutions of other players.

You're right, we UTTERLY disagree. One of the real problems with 3.x was it tried to tell you how to do too many things. There are endless minutia of rules for the silliest stuff, and most of that doesn't even work well.

What 4e has is a very strong generalized resolution system that the DM can apply in a wide variety of situations. I mean come on, are you really seriously trying to tell me that the designers have to anticipate every possible screwball thing that players may come up with and create some specific mechanic to deal with it or the game is crap? What is better about 4e vs AD&D is not some kind of completionist comprehensive rules system, it is instead having a strong generalized system.

I can come up with, off the top of my head, 20 different ways Tenser's Disc could potentially be used by a player in a variety of situations. 35 years of DMing experience quickly tells me that on any given day some player will EASILY come up with several that aren't on that list. I could write a 30 page essay on how to resolve those 20 things and IT WILL STILL not be adequate. No RPG will ever give you a rule for everything. It isn't even remotely feasible. The 4e answer IS page 42 (and skills and whatnot, but certainly page 42 is the beating heart of it). You ARE going to have to use that. No 'generalized table' is going to even make a dent in that. In fact page 42 IS that generalized table, for everything!

I mean I can easily name 20 powers off the top of my head that players can come up with creative uses for, without even breaking a sweat. Are you next going to insist that the power system is also crappy and broken because the power blocks don't provide explanations for all those possibilities, most of which the designers can't possibly anticipate? It just doesn't make sense.

Your a DM, a big part of your job is to figure out what happens when the players do things that aren't entirely covered by the rules. It is just the nature of the beast. The game designer can help you by giving you something like page 42, but the alternative is basically endless pages of attempts to button everything down that burns page count and will rarely be used. I'm pretty sure there are very few DMs and players that would really want that since it would mean kicking out a lot of other more useful content.
 

Looks like Rituals were a good idea poorly implemented... and now they don't know what to do with this.

Guess it will be solved only in 5E.

Ritual rules weren't included in the RC as WOTC are rebooting them essentials style. A load of books are currently missing from their product catalogue right now though (see other thread) so I couldn't check which one its happening in.
 

Ritual rules weren't included in the RC as WOTC are rebooting them essentials style. A load of books are currently missing from their product catalogue right now though (see other thread) so I couldn't check which one its happening in.

I don't recall a specific statement about ritual casting coming up in any of those books. It is possible that Heroes of Sword and Spell is going to touch on the subject. Just not sure what, if anything, it will have to say on that subject.
 

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