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Modifying/Expanding Ritual Casting
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<blockquote data-quote="Bacon Bits" data-source="post: 7852418" data-attributes="member: 6777737"><p>I honestly don't see much functional difference between 10 minutes and 90 minutes extra to cast. There are very few situations where the PCs are going to have 10 minutes extra available to cast a spell, but 90 minutes extra is going to be onerous. Furthermore, the rest of the party will often just short rest once you get to 30 or 40 minutes to cast the spell, so it's not really a big hindrance at all. Unless all your adventures have time pressure, I don't really see the point.</p><p></p><p>Think of it this way. There were situations in previous editions where the extra time required to stop, long rest, prepare the desired spell, cast it, and sometimes even long rest, and prepare the original spell was a completely reasonable use of in-game time. For table time it just takes seconds. It's really not the amount of in-game time that matters. The only thing that's important is that it's long enough that it's never useful in combat to cast a ritual. That's why it's 10 minutes. 600 rounds is <em>a lot</em>. As a result, I don't think extending the time is really a meaningful new limitation. </p><p></p><p>Even a 1/day limitation for most rituals isn't going to be meaningful unless that spell's specific purpose is making day-to-day adventuring and living easier (e.g., <em>Leomund's tiny hut</em>). Similarly, requiring players to select 1 or 2 spells (or ability mod or prof bonus number of spells) isn't really necessary. Wizards already have to have them in their spellbook, and other classes already have to prepare them to cast them as a ritual. Might as well just make those spells not be rituals if they're a problem.</p><p></p><p>If we look at other possible mechanics, I don't think adding die rolls or skill checks to cast spells as rituals is particularly worthwhile, either, unless you want to start importing complications mechanics from Modiphius 2d20 (where casting any spell is dangerous). Similarly, adding expensive material components just means that -- after your melee characters get fully equipped -- your spellcasters will have a gold sink for the party. It's additional bookkeeping and planning, potentially, but that's all. I suppose it also offers a contrivance to prevent certain spells from being cast (i.e., "bats are extinct so you can't cast <em>fireball</em>") but if you're going to ban a spell or make it not a ritual, just do that instead.</p><p></p><p>Ultimately, I don't know what your goal is with your rules change. You don't state any intended goal for modifying the ritual rules at all so it's difficult to judge whether or not the change will be successful. If it's change for change's sake, then, okay, they're different rules. However, I'm not sure what desired outcome or effect you're trying to have with the change. What is your goal?</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 7852418, member: 6777737"] I honestly don't see much functional difference between 10 minutes and 90 minutes extra to cast. There are very few situations where the PCs are going to have 10 minutes extra available to cast a spell, but 90 minutes extra is going to be onerous. Furthermore, the rest of the party will often just short rest once you get to 30 or 40 minutes to cast the spell, so it's not really a big hindrance at all. Unless all your adventures have time pressure, I don't really see the point. Think of it this way. There were situations in previous editions where the extra time required to stop, long rest, prepare the desired spell, cast it, and sometimes even long rest, and prepare the original spell was a completely reasonable use of in-game time. For table time it just takes seconds. It's really not the amount of in-game time that matters. The only thing that's important is that it's long enough that it's never useful in combat to cast a ritual. That's why it's 10 minutes. 600 rounds is [I]a lot[/I]. As a result, I don't think extending the time is really a meaningful new limitation. Even a 1/day limitation for most rituals isn't going to be meaningful unless that spell's specific purpose is making day-to-day adventuring and living easier (e.g., [I]Leomund's tiny hut[/I]). Similarly, requiring players to select 1 or 2 spells (or ability mod or prof bonus number of spells) isn't really necessary. Wizards already have to have them in their spellbook, and other classes already have to prepare them to cast them as a ritual. Might as well just make those spells not be rituals if they're a problem. If we look at other possible mechanics, I don't think adding die rolls or skill checks to cast spells as rituals is particularly worthwhile, either, unless you want to start importing complications mechanics from Modiphius 2d20 (where casting any spell is dangerous). Similarly, adding expensive material components just means that -- after your melee characters get fully equipped -- your spellcasters will have a gold sink for the party. It's additional bookkeeping and planning, potentially, but that's all. I suppose it also offers a contrivance to prevent certain spells from being cast (i.e., "bats are extinct so you can't cast [I]fireball[/I]") but if you're going to ban a spell or make it not a ritual, just do that instead. Ultimately, I don't know what your goal is with your rules change. You don't state any intended goal for modifying the ritual rules at all so it's difficult to judge whether or not the change will be successful. If it's change for change's sake, then, okay, they're different rules. However, I'm not sure what desired outcome or effect you're trying to have with the change. What is your goal? [/QUOTE]
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