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General Tabletop Discussion
*Pathfinder & Starfinder
How much gold do people spend on rituals?
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<blockquote data-quote="Nork" data-source="post: 5554377" data-attributes="member: 59879"><p>I don't much care for the money system in 4E (not that 3E was any better).</p><p></p><p>The first problem with it is that the DM simply can not take the players' equipment from them. The players are mechanically gimped without their equipment, and 'proper' equipment costs so much gold that losing equipment isn't an annoying setback, it brings the entire system to a screeching halt while the players sit there and do nothing until the DM gives the equipment back (and the players are <em>right</em> to do this).</p><p></p><p>Inherent bonuses seem like a good first step to solving this issue (i.e. "drat we got our equipment taken, lets go find some basic equipment" instead of "we need wagon full of gold to buy some magic gear, and getting a wagon full of gold with no gear is absurd"), but that leaves you with the problem of disentangling math affecting magic items, utility magic items, and rituals.</p><p></p><p>Rituals don't seem bad in themselves, they just seem to lose very badly to utility items, and they flat out seem to be a joke compared to math affecting magic items.</p><p></p><p>Rituals seem like they would be far more liked if they were judged on own merits, and not in comparison to other things like magical items.</p><p></p><p>However, letting players cast rituals as they like is just going to result in them using rituals to solve everything (or more specifically, the player with the ritual caster is going to start trying to have their character solve everything with rituals like a 2E or 3E wizard).</p><p></p><p>It seems like what one would want to shoot for is a balance where rituals are a "sometimes" solution and not an "all the time" solution, and never a solution that takes resources away from non-ritual options (and not have non-ritual options take resources away from ritual options). Putting a limit on how many rituals can be cast seems a good way to solve this, since the ritual caster might see a ritual solution they could apply, but might decide that the problem isn't sufficiently annoying and decides to save their ritual capacity for a later problem (just like players save their dalies instead of blowing them every time they see a chance to use one).</p></blockquote><p></p>
[QUOTE="Nork, post: 5554377, member: 59879"] I don't much care for the money system in 4E (not that 3E was any better). The first problem with it is that the DM simply can not take the players' equipment from them. The players are mechanically gimped without their equipment, and 'proper' equipment costs so much gold that losing equipment isn't an annoying setback, it brings the entire system to a screeching halt while the players sit there and do nothing until the DM gives the equipment back (and the players are [I]right[/I] to do this). Inherent bonuses seem like a good first step to solving this issue (i.e. "drat we got our equipment taken, lets go find some basic equipment" instead of "we need wagon full of gold to buy some magic gear, and getting a wagon full of gold with no gear is absurd"), but that leaves you with the problem of disentangling math affecting magic items, utility magic items, and rituals. Rituals don't seem bad in themselves, they just seem to lose very badly to utility items, and they flat out seem to be a joke compared to math affecting magic items. Rituals seem like they would be far more liked if they were judged on own merits, and not in comparison to other things like magical items. However, letting players cast rituals as they like is just going to result in them using rituals to solve everything (or more specifically, the player with the ritual caster is going to start trying to have their character solve everything with rituals like a 2E or 3E wizard). It seems like what one would want to shoot for is a balance where rituals are a "sometimes" solution and not an "all the time" solution, and never a solution that takes resources away from non-ritual options (and not have non-ritual options take resources away from ritual options). Putting a limit on how many rituals can be cast seems a good way to solve this, since the ritual caster might see a ritual solution they could apply, but might decide that the problem isn't sufficiently annoying and decides to save their ritual capacity for a later problem (just like players save their dalies instead of blowing them every time they see a chance to use one). [/QUOTE]
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How much gold do people spend on rituals?
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