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Martial Rituals
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<blockquote data-quote="Hadrian the Builder" data-source="post: 4711651" data-attributes="member: 73776"><p>I like this idea, but I think it's been overdeveloped. For one, they are so much like the magic rituals that the only thing missing is the magic. So, in the spirit of friendly critique:</p><p></p><p>Campfire Watch: Having a character awake on watch gives the party an active perception check already, and this ritual duplicates a bardic ability/ritual in PHB II. Finally, 1 healing surge is not enough of a sacrifice for something a player will use every night and provides a benefit greater than the one healing surge it costs.</p><p></p><p>Forced March: I think this should be either Endurance or Diplomacy for a check</p><p></p><p>Gauge Opponent: Seeing an opponent in action before a fight is a corner-case, and I think this could be better handled by a knowledge check</p><p></p><p>Herculean Effort: This steps on Feat of Strength</p><p></p><p>Leap of Faith: Far too good and steps on Feather Fall</p><p></p><p>Modify Trap: I think this would be better covered by an expansion of the thievery skill</p><p></p><p>Scavenge: seems like an attempt to bypass the improvised weapon rules.</p><p></p><p>Scout: This is covered by a perception check</p><p></p><p>Signature Weapon: This seems to step on the Kensai paragon path</p><p></p><p>Sleuth's eye: No text, but beware the expansion of the Perception Skill</p><p></p><p>Strengthen the defenses: I think this codifies what creative players can already do, but the duration should be permanent, and there should be a time component to prepare the site that scales with the change</p><p></p><p>Sundering Bash: Steps on feat of strength</p><p></p><p>Warrior's Code: This is either diplomacy or role-playing, but does not need a ritual and does not need mechanical support.</p><p></p><p>Weapon Form: too good to be true and steps on the magic weapon that can change into any weapon.</p><p></p><p>Work Through Pain: Too good to be true, and really should be Will-based</p></blockquote><p></p>
[QUOTE="Hadrian the Builder, post: 4711651, member: 73776"] I like this idea, but I think it's been overdeveloped. For one, they are so much like the magic rituals that the only thing missing is the magic. So, in the spirit of friendly critique: Campfire Watch: Having a character awake on watch gives the party an active perception check already, and this ritual duplicates a bardic ability/ritual in PHB II. Finally, 1 healing surge is not enough of a sacrifice for something a player will use every night and provides a benefit greater than the one healing surge it costs. Forced March: I think this should be either Endurance or Diplomacy for a check Gauge Opponent: Seeing an opponent in action before a fight is a corner-case, and I think this could be better handled by a knowledge check Herculean Effort: This steps on Feat of Strength Leap of Faith: Far too good and steps on Feather Fall Modify Trap: I think this would be better covered by an expansion of the thievery skill Scavenge: seems like an attempt to bypass the improvised weapon rules. Scout: This is covered by a perception check Signature Weapon: This seems to step on the Kensai paragon path Sleuth's eye: No text, but beware the expansion of the Perception Skill Strengthen the defenses: I think this codifies what creative players can already do, but the duration should be permanent, and there should be a time component to prepare the site that scales with the change Sundering Bash: Steps on feat of strength Warrior's Code: This is either diplomacy or role-playing, but does not need a ritual and does not need mechanical support. Weapon Form: too good to be true and steps on the magic weapon that can change into any weapon. Work Through Pain: Too good to be true, and really should be Will-based [/QUOTE]
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