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<blockquote data-quote="C4" data-source="post: 6067584" data-attributes="member: 93857"><p>The rule I use now (SW is a Move action) is better than RAW, but not really elegant. Ideally, move actions should be only for moving. Also, I'm not a fan of that +2 until-start-of-next turn bonus.<span style="color: #ffffff"></span></p><p><span style="color: #ffffff"></span></p><p><span style="font-family: 'Times'">On the topic of rituals, I must admit that I've never personally felt there's any problem with them. They're infrequently used, and I think that's always been the intent. But I've seen enough people complain that I can't help but consider the various 'fixes' I've seen. In addition to Balesir's I've seen it suggested that if 4e had a WBL chart that DMs regularly compared PC assets to, rituals would see more use because players would feel confident in recouping their spent gold.</span></p><p><span style="font-family: 'Times'"></span></p><p><span style="font-family: 'Times'"></span></p><p><span style="font-family: 'Times'">I must admit I don't know how phasing works off the top of my head. What I do with rules like this is come up with my own explanation that covers all, or at least a majority of cases. For example, 'incorporeal' isn't really incorporeal; it's a quasi-solid state, which is why ghosts and such can be injured. I wouldn't be opposed to slipping in a few explanations about these kind of things. (Also the healing surge thing.)</span></p><p><span style="font-family: 'Times'"></span></p><p><span style="font-family: 'Times'"><span style="font-family: 'Times'"></span></span></p><p><span style="font-family: 'Times'"><span style="font-family: 'Times'">I'm with you on this one. Ability boosts are more trouble than they're worth.</span></span><span style="color: #222222"><span style="font-family: 'Times'"></span></span></p><p><span style="color: #222222"><span style="font-family: 'Times'"></span></span></p></blockquote><p></p>
[QUOTE="C4, post: 6067584, member: 93857"] The rule I use now (SW is a Move action) is better than RAW, but not really elegant. Ideally, move actions should be only for moving. Also, I'm not a fan of that +2 until-start-of-next turn bonus.[COLOR=#ffffff] [/COLOR] [FONT=Times]On the topic of rituals, I must admit that I've never personally felt there's any problem with them. They're infrequently used, and I think that's always been the intent. But I've seen enough people complain that I can't help but consider the various 'fixes' I've seen. In addition to Balesir's I've seen it suggested that if 4e had a WBL chart that DMs regularly compared PC assets to, rituals would see more use because players would feel confident in recouping their spent gold. I must admit I don't know how phasing works off the top of my head. What I do with rules like this is come up with my own explanation that covers all, or at least a majority of cases. For example, 'incorporeal' isn't really incorporeal; it's a quasi-solid state, which is why ghosts and such can be injured. I wouldn't be opposed to slipping in a few explanations about these kind of things. (Also the healing surge thing.) [FONT=Times] I'm with you on this one. Ability boosts are more trouble than they're worth.[/FONT][/FONT][COLOR=#ffffff][/COLOR][COLOR=#222222][FONT=Times] [/FONT][/COLOR] [/QUOTE]
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