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I'm here 4e and left wondering....
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<blockquote data-quote="Garthanos" data-source="post: 5209422" data-attributes="member: 82504"><p>8th level ritual approx = a 4th level old spell.... ok that is just me hand waving its my personal translation scheme ;p</p><p></p><p></p><p>Rituals become pretty cheap at higher levels and a level 6 arcane utility power comes to mind which by mid paragon those rituals are half price. 75gp and 125gp. Compared to the 25,000 gold you are toting for a weapon... umm yeah.... right. I think you might find they could fix umm loads of folk without batting an eye too heavily...(and the skill to minimize the risk will have started kicking for those with that kind of emphasis)</p><p></p><p>At lower levels true healing being something you really have to want to do makes it better more significant feeling... in my opinion. Whoop de doo ho hum.... you expended a daily to do a true healing or worse waved some cheap wands at it.... that is not really how I want it to feel. </p><p></p><p>In all honesty in game world during AD&D era basically I had a massive tragedy kill off virtually the entirety of the worlds healers (the healing gift was not something just anybody could do ... ) Basically because I thought healing felt debased and common and death too meaningless with easy resurrection. (so you go on a quest and really risk yourself if you want to try and bring back an ally -- its not some die roll fluke but a plot device this way <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" />)</p><p></p><p>However for those with the Gift ;p I have some homebrew feats that similarly reduce costs and casting time of specific ritual groups. The Germain one called the healers gift. (basically a modified version of the Healers Mark with more lets make these rituals less costly)..</p><p></p><p>I think to do a long duration effect.... a long duration cost is appropriate. A light spell to lasts 8 hours do a ritual for it. 25 gp and 10 minutes done.</p><p></p><p>My son was told by his DM in 3e if he wanted the attack to happen the way he described it some sort of spinning strike... he was going to have to take a penalty on the die roll and make an acrobatics check... now that must feel magical. He specifically thought the DM was clueless but I think it was the systems paradigm of lets try to be realistic interfering with somebody wanting to be cinematic and wanting to see LOTR movie in his minds eye.</p><p>The game that feels mechanical to him is 3e... and 4e is vivid.</p><p></p><p>The player now has more role in selecting the mechanics associated with what he wants his character to be doing, in that regards you could say it isn't more mechanical but the role of selecting mechanics(alah the player both narrates and has some well defined choices of mechanics to use with them) is no longer sole purview of the dm .. the dms role of going beyond those tightly defined mechanics is probably more important than ever before which is why you see more development in the form of guidelines shorthanded as page 42.</p></blockquote><p></p>
[QUOTE="Garthanos, post: 5209422, member: 82504"] 8th level ritual approx = a 4th level old spell.... ok that is just me hand waving its my personal translation scheme ;p Rituals become pretty cheap at higher levels and a level 6 arcane utility power comes to mind which by mid paragon those rituals are half price. 75gp and 125gp. Compared to the 25,000 gold you are toting for a weapon... umm yeah.... right. I think you might find they could fix umm loads of folk without batting an eye too heavily...(and the skill to minimize the risk will have started kicking for those with that kind of emphasis) At lower levels true healing being something you really have to want to do makes it better more significant feeling... in my opinion. Whoop de doo ho hum.... you expended a daily to do a true healing or worse waved some cheap wands at it.... that is not really how I want it to feel. In all honesty in game world during AD&D era basically I had a massive tragedy kill off virtually the entirety of the worlds healers (the healing gift was not something just anybody could do ... ) Basically because I thought healing felt debased and common and death too meaningless with easy resurrection. (so you go on a quest and really risk yourself if you want to try and bring back an ally -- its not some die roll fluke but a plot device this way :devil:) However for those with the Gift ;p I have some homebrew feats that similarly reduce costs and casting time of specific ritual groups. The Germain one called the healers gift. (basically a modified version of the Healers Mark with more lets make these rituals less costly).. I think to do a long duration effect.... a long duration cost is appropriate. A light spell to lasts 8 hours do a ritual for it. 25 gp and 10 minutes done. My son was told by his DM in 3e if he wanted the attack to happen the way he described it some sort of spinning strike... he was going to have to take a penalty on the die roll and make an acrobatics check... now that must feel magical. He specifically thought the DM was clueless but I think it was the systems paradigm of lets try to be realistic interfering with somebody wanting to be cinematic and wanting to see LOTR movie in his minds eye. The game that feels mechanical to him is 3e... and 4e is vivid. The player now has more role in selecting the mechanics associated with what he wants his character to be doing, in that regards you could say it isn't more mechanical but the role of selecting mechanics(alah the player both narrates and has some well defined choices of mechanics to use with them) is no longer sole purview of the dm .. the dms role of going beyond those tightly defined mechanics is probably more important than ever before which is why you see more development in the form of guidelines shorthanded as page 42. [/QUOTE]
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