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Martial Rituals
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<blockquote data-quote="Quickleaf" data-source="post: 4711883" data-attributes="member: 20323"><p>Ok, a quick disclaimer: I only have the PHB, DMG, and MM. So some of the things you're talking about I have no clue. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /></p><p></p><p></p><p>Garthanos, I recently changed Weapon Form so that it allows you to mimic another weapon with your same weapon. It sounds slightly different but similar to what Hadrian talks about.</p><p></p><p></p><p>I changed this one so that it only operates DURING a short rest. Since rounds don't stop after a combat encounter ends, if you're suffering ongoing damage or some other persistent condition, you can temporarily put off making saves during the short rest (which rest of party benefits from even if you don't). Of course, you can make other preparations during the rest. I hope it reads as I intend it to.</p><p></p><p></p><p>I think this gets back to a core debate about how all powers in 4e feel similar but play differently. While I haven't playtested any of these, that's my guess for how they'll compare with magic rituals. Just a hunch.</p><p></p><p></p><p>Thanks, great feedback!</p><p></p><p></p><p>Ah, didn't know about the bardic ritual, thanks. Don't necessarily agree with your other points, but duplicating another class' features I don't want to do. Back to the drawing board. <img src="http://www.enworld.org/forum/images/smilies/ponder.png" class="smilie" loading="lazy" alt=":hmm:" title="Hmmm :hmm:" data-shortname=":hmm:" /></p><p></p><p></p><p>Interesting...</p><p></p><p></p><p>Hold on. I agree that the ability to determine a creature's powers duplicates a monster knowledge check. However, a monster knowledge check can't tell you a creature's role or level. Furthermore, this is intended to be used with NPCs, which follow different rules than monsters. Making a Nature/History check seems kind of goofy to size up a human opponent, doesn't it?</p><p></p><p></p><p>What's that? Sounds like another example of great minds think alike. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p>Not at all. This ONLY works when diving into water. Period. It's a circumstancial ability that keys off Acrobatics - a rare trained skill.</p><p></p><p></p><p>Maybe. However there was a Dragon article about creating traps that I was going to use as guidelines.</p><p></p><p></p><p>Hmmm. Do you think it's fair to allow a skilled warrior with time to prepare to bypass the improvised weapon rules? I don't know, I'm sincerely asking.</p><p></p><p><u>Scout: This is covered by a perception check</u></p><p>Actually, that's not true. Perception doesn't allow you to notice a secret door across a chasm or to search something you can't physically reach. Scout does. That's the key difference.</p><p></p><p><u>Signature Weapon: This seems to step on the Kensai paragon path</u></p><p>Actually, I see it as complementing. 1st, nothing in Kensai has a similar ability to this rite. 2nd, this is a rite a Kensai would love to take.</p><p></p><p><u>Sleuth's eye: No text, but beware the expansion of the Perception Skill</u></p><p>Sorry, this is a work-in-progress. Why the concern about the Perception skill in particular?</p><p></p><p><u>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</u></p><p>Yeah it is codifying something creative players can already do...but that's how I view much of the ruleset anyhow. I mean a wizard says "I spy on him through my magic" and we need rules, but a ranger says "I barricade the door with whatever I can find" and we should wing it? </p><p></p><p>Another concern about codifying martial rituals I've heard is that they limit what PCs without the Ritual Warrior feat can do. My rebuttal is to look at how useful Ritual Caster! So many archetypes of magic are in there... are they limiting those magic-users without Ritual Caster?</p><p></p><p></p><p>I think you're right about this one. I'll cut it out.</p><p></p><p></p><p>Why too good? And what's this magic weapon? (I don't have AV)</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 4711883, member: 20323"] Ok, a quick disclaimer: I only have the PHB, DMG, and MM. So some of the things you're talking about I have no clue. :confused: Garthanos, I recently changed Weapon Form so that it allows you to mimic another weapon with your same weapon. It sounds slightly different but similar to what Hadrian talks about. I changed this one so that it only operates DURING a short rest. Since rounds don't stop after a combat encounter ends, if you're suffering ongoing damage or some other persistent condition, you can temporarily put off making saves during the short rest (which rest of party benefits from even if you don't). Of course, you can make other preparations during the rest. I hope it reads as I intend it to. I think this gets back to a core debate about how all powers in 4e feel similar but play differently. While I haven't playtested any of these, that's my guess for how they'll compare with magic rituals. Just a hunch. Thanks, great feedback! Ah, didn't know about the bardic ritual, thanks. Don't necessarily agree with your other points, but duplicating another class' features I don't want to do. Back to the drawing board. :hmm: Interesting... Hold on. I agree that the ability to determine a creature's powers duplicates a monster knowledge check. However, a monster knowledge check can't tell you a creature's role or level. Furthermore, this is intended to be used with NPCs, which follow different rules than monsters. Making a Nature/History check seems kind of goofy to size up a human opponent, doesn't it? What's that? Sounds like another example of great minds think alike. ;) Not at all. This ONLY works when diving into water. Period. It's a circumstancial ability that keys off Acrobatics - a rare trained skill. Maybe. However there was a Dragon article about creating traps that I was going to use as guidelines. Hmmm. Do you think it's fair to allow a skilled warrior with time to prepare to bypass the improvised weapon rules? I don't know, I'm sincerely asking. [U]Scout: This is covered by a perception check[/U] Actually, that's not true. Perception doesn't allow you to notice a secret door across a chasm or to search something you can't physically reach. Scout does. That's the key difference. [U]Signature Weapon: This seems to step on the Kensai paragon path[/U] Actually, I see it as complementing. 1st, nothing in Kensai has a similar ability to this rite. 2nd, this is a rite a Kensai would love to take. [U]Sleuth's eye: No text, but beware the expansion of the Perception Skill[/U] Sorry, this is a work-in-progress. Why the concern about the Perception skill in particular? [U]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[/U] Yeah it is codifying something creative players can already do...but that's how I view much of the ruleset anyhow. I mean a wizard says "I spy on him through my magic" and we need rules, but a ranger says "I barricade the door with whatever I can find" and we should wing it? Another concern about codifying martial rituals I've heard is that they limit what PCs without the Ritual Warrior feat can do. My rebuttal is to look at how useful Ritual Caster! So many archetypes of magic are in there... are they limiting those magic-users without Ritual Caster? I think you're right about this one. I'll cut it out. Why too good? And what's this magic weapon? (I don't have AV) [/QUOTE]
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