Greetings! At GenCon this year, I ran a reprisal of the ORIGINAL Tomb of Horrors (Module S1) for my friends. I built it for 17th level, and it ran very, very well using skill challenges and combats. Still very deadly, (six character deaths in two sessions). Most players were not experienced with 4e, but very proficient gamers.
One unexpected insight I had was around ritual casting. I've never totally "grooved" with this feature of 4e. Due to the character deaths, the PC's had an immediate and pressing need to get the other players back in the game. There were no "powers" on their 17th level characters that would allow them to do this.
I pointed out that it was ritual casting that allowed them to do it. Three of the PC's had "ritual casting" listed under their sheets. A bard, cleric, and wizard. They asked how it worked. I said they had to possess the spell, then cast the ritual using their skills. We ran it like a makeshift skill challenge. Ever fail on a raise dead ritual casting? We had some hysterical effects and consequences. This worked surprisingly well, and the narrative was able to move forward with everyone engaged.
The more I've thought about it, the more I like the concept to prevent abuses of the "absolutes" of magic: Teleport; Buff-Scry-Teleport; Raise Dead; Commune; Find the Path. These were always a challenge to deal with and making them a different twist on an existing skill system not only elevates the skill system, but it puts the players on a more even footing in accomplishing the "task". Finally, it takes away the "risk free" guarantee that seems to be implied by some of the most powerful spells in the game.
One unexpected insight I had was around ritual casting. I've never totally "grooved" with this feature of 4e. Due to the character deaths, the PC's had an immediate and pressing need to get the other players back in the game. There were no "powers" on their 17th level characters that would allow them to do this.
I pointed out that it was ritual casting that allowed them to do it. Three of the PC's had "ritual casting" listed under their sheets. A bard, cleric, and wizard. They asked how it worked. I said they had to possess the spell, then cast the ritual using their skills. We ran it like a makeshift skill challenge. Ever fail on a raise dead ritual casting? We had some hysterical effects and consequences. This worked surprisingly well, and the narrative was able to move forward with everyone engaged.
The more I've thought about it, the more I like the concept to prevent abuses of the "absolutes" of magic: Teleport; Buff-Scry-Teleport; Raise Dead; Commune; Find the Path. These were always a challenge to deal with and making them a different twist on an existing skill system not only elevates the skill system, but it puts the players on a more even footing in accomplishing the "task". Finally, it takes away the "risk free" guarantee that seems to be implied by some of the most powerful spells in the game.