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General Tabletop Discussion
*Dungeons & Dragons
Is It Time to Partition Ritual and Non-Ritual Spells?
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<blockquote data-quote="MoonSong" data-source="post: 6046088" data-attributes="member: 6689464"><p>I second that. </p><p></p><p></p><p></p><p>The current set-up and the normal rules for casting of elaborate spells still take many minutes to cast. The situation you present is still possible with them, you don't need to silo rituals for that. </p><p></p><p>In fact I hate the idea of siloing, creating the artficial "combat/non-combat" divide benefits nobody but those players who obsess with combat and with optimizing for combat, and it removes the possibility of using spells on creative ways. Also putting every single spell that doesn't causes damage on the ritual is a HUGE NERF for sorcerers. </p><p></p><p>You see, ritual casting and sorcerers don't mesh well, sorcerers are supossed to be more about innate magic and self-learning, while rituals are precise mechanical and reliant on tradition. If any non-combat spell becomes a ritual and only a ritual, you are not only giving wizards unlimited magic, you are also forcing evey sorcerer to carry a ritual book or become a third rate caster. "Yes I'm a sorcerer, magic flows through my veins and in order for me to do anything that isn't frying a a kobold I need the same exact book and components any wizard, no actually any mook with the ritual caster feat would use". Doesn't sound apealing at all, specially since by the dev team record they'll be bent on giving the sorcerer the same exact hit point and attack progression (if not actually giving them a worse one) and call it a day despite the fact their magic is at most one tenth as powerful as a wizard's with things as they are. </p><p></p><p>On any case it becomes a lose/lose situation for sorcerers, you either suck or give up your identity (which also sucks).</p></blockquote><p></p>
[QUOTE="MoonSong, post: 6046088, member: 6689464"] I second that. The current set-up and the normal rules for casting of elaborate spells still take many minutes to cast. The situation you present is still possible with them, you don't need to silo rituals for that. In fact I hate the idea of siloing, creating the artficial "combat/non-combat" divide benefits nobody but those players who obsess with combat and with optimizing for combat, and it removes the possibility of using spells on creative ways. Also putting every single spell that doesn't causes damage on the ritual is a HUGE NERF for sorcerers. You see, ritual casting and sorcerers don't mesh well, sorcerers are supossed to be more about innate magic and self-learning, while rituals are precise mechanical and reliant on tradition. If any non-combat spell becomes a ritual and only a ritual, you are not only giving wizards unlimited magic, you are also forcing evey sorcerer to carry a ritual book or become a third rate caster. "Yes I'm a sorcerer, magic flows through my veins and in order for me to do anything that isn't frying a a kobold I need the same exact book and components any wizard, no actually any mook with the ritual caster feat would use". Doesn't sound apealing at all, specially since by the dev team record they'll be bent on giving the sorcerer the same exact hit point and attack progression (if not actually giving them a worse one) and call it a day despite the fact their magic is at most one tenth as powerful as a wizard's with things as they are. On any case it becomes a lose/lose situation for sorcerers, you either suck or give up your identity (which also sucks). [/QUOTE]
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Is It Time to Partition Ritual and Non-Ritual Spells?
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