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General Tabletop Discussion
*Dungeons & Dragons
On whether sorcerers and wizards should be merged or not, (they shouldn't)
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<blockquote data-quote="Chaosmancer" data-source="post: 7918014" data-attributes="member: 6801228"><p>So, it is just that there are not a lot of high level rituals? I mean, they'd be nice, but it is kind of hard to see what they could even do. </p><p></p><p>Besides, I can actually confirm that Identify as a ritual has saved my characters in at least 2 separate campaigns. One just recently where it identified a Demonic Plague and how to cure it, and another when it helped us learn the password into a magically sealed lab where said plague was being created (activated a secondary trap on that door, but luckily I made all of my saves and came out okay.) </p><p></p><p>So, there is one ritual that clearly does get people remarking on how it saved our bacon. </p><p></p><p>Find Familiar is often touted as one of the most powerful spells in the game, my familiars have certainly done a lot of legwork for our party in scouting roles and offering the help action continually for advantage in combat. Really helped against a couple of BBeGs too. </p><p></p><p>Ritual Phantom Steed once nearly cracked a campaign of mine, by allowing the party to travel much, much, much faster than anticipated and therefore able to arrive in time to stop worse things from happening (being vague because that campaign was 4 or 5 years ago and the details were sketchy. I think it was them crossing the badlands and avoiding most of the encounters) </p><p></p><p>Water Breathing is of course a classic ritual to take.</p><p></p><p>So, again, your point seems far weaker than you think it is. Even with only 1st-3rd level rituals, they can alter the course of a campaign.</p><p></p><p></p><p></p><p>Fireball and Lightning Bolt doing a little too much damage somehow proves that more spells that can do more effects is not a boost? </p><p></p><p>Because those two classics are the only ones I'm aware of being overtuned. And they certainly don't pull enough weight to cancel out the issues with the Sorcerer, like having fewer spell slots in an advenutring day unless they erase metamagic from their character sheet.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7918014, member: 6801228"] So, it is just that there are not a lot of high level rituals? I mean, they'd be nice, but it is kind of hard to see what they could even do. Besides, I can actually confirm that Identify as a ritual has saved my characters in at least 2 separate campaigns. One just recently where it identified a Demonic Plague and how to cure it, and another when it helped us learn the password into a magically sealed lab where said plague was being created (activated a secondary trap on that door, but luckily I made all of my saves and came out okay.) So, there is one ritual that clearly does get people remarking on how it saved our bacon. Find Familiar is often touted as one of the most powerful spells in the game, my familiars have certainly done a lot of legwork for our party in scouting roles and offering the help action continually for advantage in combat. Really helped against a couple of BBeGs too. Ritual Phantom Steed once nearly cracked a campaign of mine, by allowing the party to travel much, much, much faster than anticipated and therefore able to arrive in time to stop worse things from happening (being vague because that campaign was 4 or 5 years ago and the details were sketchy. I think it was them crossing the badlands and avoiding most of the encounters) Water Breathing is of course a classic ritual to take. So, again, your point seems far weaker than you think it is. Even with only 1st-3rd level rituals, they can alter the course of a campaign. Fireball and Lightning Bolt doing a little too much damage somehow proves that more spells that can do more effects is not a boost? Because those two classics are the only ones I'm aware of being overtuned. And they certainly don't pull enough weight to cancel out the issues with the Sorcerer, like having fewer spell slots in an advenutring day unless they erase metamagic from their character sheet. [/QUOTE]
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On whether sorcerers and wizards should be merged or not, (they shouldn't)
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