My group has problems with using rituals. The problem is two-fold.
1) When I'm DMing I hand out rituals and the appropriate reagents as treasure, but they just exist as a list on the character's sheet. The players never think about where a ritual might be useful, look into the books to see which rituals might be useful to pick up, or remember their rituals during play. It is so bad that they won't consider their knock ritual when confronted with a door that their thievery check couldn't open, unless I specifically remind them. The only exceptions to this seem to be "Tenser's Floating Disk" for carrying out treasure, and healing rituals. I essentially have to bring things to an impasse that only a ritual can solve, before they will use a ritual. No matter how much I punish (you wouldn't be ambushed if you had used a silence ritual to keep your clandestine conversation from being heard) or encourage (ok, non-healing rituals are free to cast) it just doesn't seem to sink in that rituals are a core part of the game.
2) When I'm playing my wizard, I generally can't get access to rituals. The DM doesn't hand out reagents and rituals because he isn't reminded to by the parcel system, so I generally have to buy them out of pocket. The problem with that is I have difficulty convincing the party to agree to paying for rituals that might have a use in upcoming sessions, though they will shell out for healing rituals. So I'm stuck deciding if I want to buy rituals or if I want to buy magical items or consumables.
So how do I encourage players to use rituals of their own accord? They reach for their skills readily enough, so they aren't just hack n' slash goons, but they don't seem to want to use rituals unless a plot barrier arises that only a ritual can solve, even if there is no cost.
How do I encourage my DM to hand out more ritual-based treasure without nagging about it? He'll give me some ritual treasure if I ask, but he always forgets by the time we play next month.
1) When I'm DMing I hand out rituals and the appropriate reagents as treasure, but they just exist as a list on the character's sheet. The players never think about where a ritual might be useful, look into the books to see which rituals might be useful to pick up, or remember their rituals during play. It is so bad that they won't consider their knock ritual when confronted with a door that their thievery check couldn't open, unless I specifically remind them. The only exceptions to this seem to be "Tenser's Floating Disk" for carrying out treasure, and healing rituals. I essentially have to bring things to an impasse that only a ritual can solve, before they will use a ritual. No matter how much I punish (you wouldn't be ambushed if you had used a silence ritual to keep your clandestine conversation from being heard) or encourage (ok, non-healing rituals are free to cast) it just doesn't seem to sink in that rituals are a core part of the game.
2) When I'm playing my wizard, I generally can't get access to rituals. The DM doesn't hand out reagents and rituals because he isn't reminded to by the parcel system, so I generally have to buy them out of pocket. The problem with that is I have difficulty convincing the party to agree to paying for rituals that might have a use in upcoming sessions, though they will shell out for healing rituals. So I'm stuck deciding if I want to buy rituals or if I want to buy magical items or consumables.
So how do I encourage players to use rituals of their own accord? They reach for their skills readily enough, so they aren't just hack n' slash goons, but they don't seem to want to use rituals unless a plot barrier arises that only a ritual can solve, even if there is no cost.
How do I encourage my DM to hand out more ritual-based treasure without nagging about it? He'll give me some ritual treasure if I ask, but he always forgets by the time we play next month.
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