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Falling off the 4ed bandwagon
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<blockquote data-quote="N0Man" data-source="post: 5051534" data-attributes="member: 64066"><p>You're right, they would vastly increase the utility, versatility, and *power* of ritual casters. What some consider "creative spell casting", some consider cheesing or breaking an encounter. It's obviously an intentional choice to make many effects less broken and take spells that they believed *should* be utility spells and take them out of combat.</p><p></p><p>It's true that a party will no longer be able to run from a monster, shut the door and arcane lock it and suddenly be safe, though it can still help make camping in a dungeon safer.</p><p></p><p>It's true that you can no longer use rope trick to just jump out of countless sticky situations and lay low until things cool down, however it still can be used to get a much needed rest or even to hide out to ambush targets later.</p><p></p><p>It's true you can no longer cheese a combat with a caster by silencing them right off the bat.</p><p></p><p>The vast majority of Rituals that one would *want* to use in combat are those that really do break or cheese an encounter. It often has the result of the caster overshadowing the skills and abilities of the other classes.</p><p></p><p>It can also be more of a pain for the DM who has to take into account ways that his challenges can be circumvented, ways to prevent that, and ways the players will circumvent his ways of preventing it, etc.</p><p></p><p>However, most rituals still can be useful in the right situation, and many of them can be used to prepare for a combat and offer some advantage.</p><p></p><p>Let's also not forget the advantage of not having to memorize rituals. In 3E, if you needed one of these abilities as part of your plan, and if you didn't have a bunch of utility spells prepared on scrolls already, you often had to stop, camp for the night, and prepare new spells for your plan to work.</p><p></p><p>Rituals may take more time to cast, but you have every ritual you know and have ingredients for at your fingertips ready to *begin* casting at any time, without taking a full rest. I think that's and underrated feature.</p><p></p><p>Also, it allows players to broaden their character concept and allow nontraditional character classes to dabble in some magic without actually multi-classing in order to fit their character's theme.</p><p></p><p>It may not be everyone's cup of tea, but it's a very legitimate design with some good reasons behind it, that at least some people do agree with.</p></blockquote><p></p>
[QUOTE="N0Man, post: 5051534, member: 64066"] You're right, they would vastly increase the utility, versatility, and *power* of ritual casters. What some consider "creative spell casting", some consider cheesing or breaking an encounter. It's obviously an intentional choice to make many effects less broken and take spells that they believed *should* be utility spells and take them out of combat. It's true that a party will no longer be able to run from a monster, shut the door and arcane lock it and suddenly be safe, though it can still help make camping in a dungeon safer. It's true that you can no longer use rope trick to just jump out of countless sticky situations and lay low until things cool down, however it still can be used to get a much needed rest or even to hide out to ambush targets later. It's true you can no longer cheese a combat with a caster by silencing them right off the bat. The vast majority of Rituals that one would *want* to use in combat are those that really do break or cheese an encounter. It often has the result of the caster overshadowing the skills and abilities of the other classes. It can also be more of a pain for the DM who has to take into account ways that his challenges can be circumvented, ways to prevent that, and ways the players will circumvent his ways of preventing it, etc. However, most rituals still can be useful in the right situation, and many of them can be used to prepare for a combat and offer some advantage. Let's also not forget the advantage of not having to memorize rituals. In 3E, if you needed one of these abilities as part of your plan, and if you didn't have a bunch of utility spells prepared on scrolls already, you often had to stop, camp for the night, and prepare new spells for your plan to work. Rituals may take more time to cast, but you have every ritual you know and have ingredients for at your fingertips ready to *begin* casting at any time, without taking a full rest. I think that's and underrated feature. Also, it allows players to broaden their character concept and allow nontraditional character classes to dabble in some magic without actually multi-classing in order to fit their character's theme. It may not be everyone's cup of tea, but it's a very legitimate design with some good reasons behind it, that at least some people do agree with. [/QUOTE]
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