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New L&L for 22/1/13 D&D Next goals, part 3
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<blockquote data-quote="Gorgoroth" data-source="post: 6080758" data-attributes="member: 6674889"><p>We did see a couple rituals used here and there, but the strict delineation of casting time between the two, non-overlapping magesteria is what causes the disconnect. You can't fly using overland flight and fire a single arrow, because overland flight rules force you to land or crash if you use any other action than your move. I know the 4e flight rules (aka kludge) well, because I built a dragonborn character around the idea of flying, and it <u>sucked</u>. I would never be able to do a fly-by and fire off my dragonbreath at a couple kobolds. </p><p></p><p>And...5 minutes is nowhere near long enough to explore even a couple rooms. Exploration pillar = explicitly separate from Combat pillar. The overland flight vs fly utility power are explicitly mutually exclusive by design, to enforce a strict play style. I.e don't waste your 5 minute duration power on exploration, use a ritual. You just said it. What if I fly up alone the side of a cave and a bat flies out? I have to land and start combat, even with my steed on, because I can't defend myself using overland flight. It is <u>asinine</u>.</p><p></p><p>And bringing up the rituals as a defense for why utility powers are always limited to encounter duration or 5 minutes max in no way compensates for how the ritual rules were unbalanced (worse than other editions in some cases) and underutilized. Heck, they removed them entirely from Essentials, which should tell you something right there. I detest the strict casting time of rituals to be 10 minutes or so...it ruins the spontaneous use of many types of things, and makes me feel like my options for dynamic storytelling are limited. Way more limited than other editions. </p><p></p><p>Not to kick a dead horse...but rituals were pretty much universally panned and even the game designers admit they were poorly implemented and almost a tacked on afterthought. The casting times and inapplicability inside combat made them annoying to even think of purchasing. We get it, there's no teleportation back to a safe spot from the middle of a combat. There's no flying and fighting. There's no shooting an arrow from a phantom flying horse or even from my dragonborn who took a PP to grow wings. WTF!!. etc etc. Those are <u>serious flaws</u> that put unnessesary restrictions on what you can do in-game mechanically that other editions didn't have, and negatively impacted my fun.</p><p></p><p>In Keep on the Shadowfell, one thing we only realized later on after playing a few months, is that the ritual to summon Orcus would have taken so long, his henchman should have entirely stopped casting it the second we showed up. It just beggars belief that no matter how long we took upstairs, he would *always* have been, no matter what...*this close* to finishing up his minimum 10 minute ritual (probably several hours long). 10 minutes is a lot of rounds, the odds of landing in his room right near the end of his casting, given the duration.....ugh. This is an official module. I mean...broken much? It makes no sense that he would continue his ritual and try to finish it given that combat started. Would a player? Never. You're essentially saying a wizard PC would stand still in the midst of combat and do nothing, rather than pause the ritual, fight, then resume once the threat is dealt with.</p></blockquote><p></p>
[QUOTE="Gorgoroth, post: 6080758, member: 6674889"] We did see a couple rituals used here and there, but the strict delineation of casting time between the two, non-overlapping magesteria is what causes the disconnect. You can't fly using overland flight and fire a single arrow, because overland flight rules force you to land or crash if you use any other action than your move. I know the 4e flight rules (aka kludge) well, because I built a dragonborn character around the idea of flying, and it [U]sucked[/U]. I would never be able to do a fly-by and fire off my dragonbreath at a couple kobolds. And...5 minutes is nowhere near long enough to explore even a couple rooms. Exploration pillar = explicitly separate from Combat pillar. The overland flight vs fly utility power are explicitly mutually exclusive by design, to enforce a strict play style. I.e don't waste your 5 minute duration power on exploration, use a ritual. You just said it. What if I fly up alone the side of a cave and a bat flies out? I have to land and start combat, even with my steed on, because I can't defend myself using overland flight. It is [U]asinine[/U]. And bringing up the rituals as a defense for why utility powers are always limited to encounter duration or 5 minutes max in no way compensates for how the ritual rules were unbalanced (worse than other editions in some cases) and underutilized. Heck, they removed them entirely from Essentials, which should tell you something right there. I detest the strict casting time of rituals to be 10 minutes or so...it ruins the spontaneous use of many types of things, and makes me feel like my options for dynamic storytelling are limited. Way more limited than other editions. Not to kick a dead horse...but rituals were pretty much universally panned and even the game designers admit they were poorly implemented and almost a tacked on afterthought. The casting times and inapplicability inside combat made them annoying to even think of purchasing. We get it, there's no teleportation back to a safe spot from the middle of a combat. There's no flying and fighting. There's no shooting an arrow from a phantom flying horse or even from my dragonborn who took a PP to grow wings. WTF!!. etc etc. Those are [U]serious flaws[/U] that put unnessesary restrictions on what you can do in-game mechanically that other editions didn't have, and negatively impacted my fun. In Keep on the Shadowfell, one thing we only realized later on after playing a few months, is that the ritual to summon Orcus would have taken so long, his henchman should have entirely stopped casting it the second we showed up. It just beggars belief that no matter how long we took upstairs, he would *always* have been, no matter what...*this close* to finishing up his minimum 10 minute ritual (probably several hours long). 10 minutes is a lot of rounds, the odds of landing in his room right near the end of his casting, given the duration.....ugh. This is an official module. I mean...broken much? It makes no sense that he would continue his ritual and try to finish it given that combat started. Would a player? Never. You're essentially saying a wizard PC would stand still in the midst of combat and do nothing, rather than pause the ritual, fight, then resume once the threat is dealt with. [/QUOTE]
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