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General Tabletop Discussion
*Pathfinder & Starfinder
Essentials -- What happened to Rituals?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5414126" data-attributes="member: 82106"><p>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. </p><p> </p><p></p><p></p><p>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.</p><p></p><p>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. </p><p> </p><p></p><p></p><p>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! </p><p> </p><p></p><p></p><p>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."</p><p> </p><p></p><p></p><p>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!"</p><p></p><p>[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.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5414126, member: 82106"] 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. 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. 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! 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." 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. [/QUOTE]
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