Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Expert Classes - Feats Discussion
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Yaarel" data-source="post: 8802310" data-attributes="member: 58172"><p>I suspect the goal of ritual caster is to make it easier for characters to perform rituals. So anyone who can cast spells can therefore perform rituals. Then the namesake Ritual Magic feat was repurposed for something different. The intention is to make the feat useful to both casters and noncasters.</p><p></p><p>The caster benefit is effectively two more prepared 1st-slot spells to use slots for. Albeit they must be rituals which tend to lack synergy with spell slots. The Quick Ritual benefit can be used for any slot levels, but only a few specific spells would benefit significantly.</p><p></p><p>Perhaps a nonprep caster might benefit by picking up two rituals, that otherwise would be impracticable because the limited number of known spells fiercely reduced which spells are worthwhile to cast.</p><p></p><p>The noncaster benefit is picking up two specific 1st-slot rituals. And thats it. Noncasters cant waste a feat on two minor rituals, when other feats are nicer.</p><p></p><p>Overall, while the feat feels adequate, there is nothing impressive about it, and I suspect players will rarely waste a feat on it when better feats are available − which is a problem the designers are trying to fix.</p><p></p><p></p><p></p><p>But the main problem is deeper. Inherently, spell-slot spells and rituals dont work well together and need separate design spaces. Spells that take an action cast versus spells that take minutes cast are for completely different situations and different purposes. To some degree, slot spells tend to be for combat when the time pressure is extreme, and rituals tend to be for exploration when the timing is liesurely, but the differences are bigger than that.</p><p></p><p>The game becomes more useful when there is one list for spells and a separate list for rituals. Rituals dont use spell slots. There can be a different way to determine the success of a ritual, such as a relevant skill check.</p><p></p><p>Personally, I use Nature for checks relating to elemental magic − earth, water, air, and fire/sunlight. I use Survival for animal life and plant life. I use Religion for planar magic, and Arcana for magical energy and force effects.</p><p></p><p>The point is, skill checks. Each ritual has a built-in level prerequisite in the form of corresponding slot level. But it is possible to allow noncasters who invest in a skill to find and use instructions for how to perform a particular ritual, and if they are high enough a level, make a skill check to determine if they perform it well.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 8802310, member: 58172"] I suspect the goal of ritual caster is to make it easier for characters to perform rituals. So anyone who can cast spells can therefore perform rituals. Then the namesake Ritual Magic feat was repurposed for something different. The intention is to make the feat useful to both casters and noncasters. The caster benefit is effectively two more prepared 1st-slot spells to use slots for. Albeit they must be rituals which tend to lack synergy with spell slots. The Quick Ritual benefit can be used for any slot levels, but only a few specific spells would benefit significantly. Perhaps a nonprep caster might benefit by picking up two rituals, that otherwise would be impracticable because the limited number of known spells fiercely reduced which spells are worthwhile to cast. The noncaster benefit is picking up two specific 1st-slot rituals. And thats it. Noncasters cant waste a feat on two minor rituals, when other feats are nicer. Overall, while the feat feels adequate, there is nothing impressive about it, and I suspect players will rarely waste a feat on it when better feats are available − which is a problem the designers are trying to fix. But the main problem is deeper. Inherently, spell-slot spells and rituals dont work well together and need separate design spaces. Spells that take an action cast versus spells that take minutes cast are for completely different situations and different purposes. To some degree, slot spells tend to be for combat when the time pressure is extreme, and rituals tend to be for exploration when the timing is liesurely, but the differences are bigger than that. The game becomes more useful when there is one list for spells and a separate list for rituals. Rituals dont use spell slots. There can be a different way to determine the success of a ritual, such as a relevant skill check. Personally, I use Nature for checks relating to elemental magic − earth, water, air, and fire/sunlight. I use Survival for animal life and plant life. I use Religion for planar magic, and Arcana for magical energy and force effects. The point is, skill checks. Each ritual has a built-in level prerequisite in the form of corresponding slot level. But it is possible to allow noncasters who invest in a skill to find and use instructions for how to perform a particular ritual, and if they are high enough a level, make a skill check to determine if they perform it well. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Expert Classes - Feats Discussion
Top