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Martial Rituals
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<blockquote data-quote="Quickleaf" data-source="post: 4669730" data-attributes="member: 20323"><p><strong>Four things we've established about combat rites:</strong></p><p>(1) They require a short rest or extended rest to prepare</p><p>(2) Most require you to spend a healing surge</p><p>(3) They don't provide bonuses in combat</p><p>(4) Combat rite checks can use many skills but default is Endurance</p><p> </p><p>Looking at the categories for regular rituals, I've gone through and decided which are appropriate to combat rites...</p><p> </p><p><strong>Binding:</strong> No martial application, cut this category.</p><p><strong>Creation:</strong> Could be used to model crafting and "Arming" skill.</p><p><strong>Deception:</strong> Maybe some roguish stuff working off Bluff could go here...I'm still not sure.</p><p><strong>Divination:</strong> No martial application, but this could be replaced with a History based "Strategy" category.</p><p><strong>Exploration:</strong> Keep it.</p><p><strong>Restoration:</strong> There might be a few, but this probably should be left to regular rituals.</p><p><strong>Scrying:</strong> I wonder if spying/scouting the enemy could apply to a similar category "Scout" based on Stealth/Perception?</p><p><strong>Travel:</strong> These effects are too magical, and the non-magical stuff can be folded into Exploration.</p><p><strong>Warding:</strong> Might work if based as "Guard" (Endurance/Perception) representing different guarding states like tending the campfire, acting as bodyguard, defending a castle's walls, etc.</p><p> </p><p>So from this list we might get the following categories:</p><p> </p><p>Arming</p><p>Guard</p><p>Exploration</p><p>Scout</p><p>Strategy</p><p> </p><p>To this list we can add a few new categories like Meditation, Might, and Obeisance... and come up with this final list:</p><p> </p><p><strong>Arming (Endurance): </strong>Caring for, enhancing, repairing, and making arms & armor.</p><p><strong>Exploration (various): </strong>Catch-all category for everyday adventuring</p><p><strong>Guard (Endurance, Perception): </strong>Keeping watch over your allies.</p><p><strong>Meditation (Endurance): </strong>Increase your recovery, suppress conditions, and enter states of hyper focus.</p><p><strong>Might (Acrobatics, Athletics, Endurance): </strong>Accomplish amazing physical stunts, pushing your skills beyond what others can.</p><p><strong>Obesiance (Diplomacy, Intimidate): </strong>Take leadership of NPC allies, inspiring them to stand up for your cause.</p><p><strong>Scout (Perception, Stealth): </strong>Gather intelligence on nearby enemies.</p><p><strong>Strategy (History): </strong>Draw on your knowledge of military history and your own strategic genius to manipulate the battlefield.</p><p> </p><p>Can anyone see anything missing from this list? For example, should there be a category for animal handling?</p><p></p><p><em>EDIT: Thinking about it, Scout could just be rolled into Exploration. Also, there might be a category for Techniques/Forms which links a # of powers and grants you a bonus to last one if you perform all successfully.</em></p></blockquote><p></p>
[QUOTE="Quickleaf, post: 4669730, member: 20323"] [B]Four things we've established about combat rites:[/B] (1) They require a short rest or extended rest to prepare (2) Most require you to spend a healing surge (3) They don't provide bonuses in combat (4) Combat rite checks can use many skills but default is Endurance Looking at the categories for regular rituals, I've gone through and decided which are appropriate to combat rites... [B]Binding:[/B] No martial application, cut this category. [B]Creation:[/B] Could be used to model crafting and "Arming" skill. [B]Deception:[/B] Maybe some roguish stuff working off Bluff could go here...I'm still not sure. [B]Divination:[/B] No martial application, but this could be replaced with a History based "Strategy" category. [B]Exploration:[/B] Keep it. [B]Restoration:[/B] There might be a few, but this probably should be left to regular rituals. [B]Scrying:[/B] I wonder if spying/scouting the enemy could apply to a similar category "Scout" based on Stealth/Perception? [B]Travel:[/B] These effects are too magical, and the non-magical stuff can be folded into Exploration. [B]Warding:[/B] Might work if based as "Guard" (Endurance/Perception) representing different guarding states like tending the campfire, acting as bodyguard, defending a castle's walls, etc. So from this list we might get the following categories: Arming Guard Exploration Scout Strategy To this list we can add a few new categories like Meditation, Might, and Obeisance... and come up with this final list: [B]Arming (Endurance): [/B]Caring for, enhancing, repairing, and making arms & armor. [B]Exploration (various): [/B]Catch-all category for everyday adventuring [B]Guard (Endurance, Perception): [/B]Keeping watch over your allies. [B]Meditation (Endurance): [/B]Increase your recovery, suppress conditions, and enter states of hyper focus. [B]Might (Acrobatics, Athletics, Endurance): [/B]Accomplish amazing physical stunts, pushing your skills beyond what others can. [B]Obesiance (Diplomacy, Intimidate): [/B]Take leadership of NPC allies, inspiring them to stand up for your cause. [B]Scout (Perception, Stealth): [/B]Gather intelligence on nearby enemies. [B]Strategy (History): [/B]Draw on your knowledge of military history and your own strategic genius to manipulate the battlefield. Can anyone see anything missing from this list? For example, should there be a category for animal handling? [i]EDIT: Thinking about it, Scout could just be rolled into Exploration. Also, there might be a category for Techniques/Forms which links a # of powers and grants you a bonus to last one if you perform all successfully.[/i] [/QUOTE]
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