Heretic of The Seventh Circle
Okay, I think we are mostly on the same page. I'll try to write up the ritual casting thing with your thoughts in mind in a concise manner similar to 5e style writing today.Sure thing. I get that. Don't really have time to go through it all point-by-point, but a couple of things I wanted to be sure to answer...
Yes, I would definitely prefer having planar stuff gated off. But, as you point out, every campaign is different and some folks might have plane-jumping happening right away. So, it's really an "as you like it" kind of thing.
Right. Agreed. See above.
Totally get it, and like it. Not at all what I initially thought you meant. That's on me. Carry on.
That was my immediate thought, but since Resistance is -I'm guessing, 5e's endure elements- and it's a cantrip, and they don't get cantrips, seemed the thing to produce heat was the best option. I'm thinking, moreso than the damage dealing, you hunker down, wherever you do in arctic terrain, take off your helmet, or your dagger or what have you Heat Metal that oughta get you some degree of comfort into the night.
Oh, no real reason. I'm just from a coastal area -but don't live there anymore- and know how soothing it is. hahaha. But, you're right, the Gust of Wind for boat stuff (or blowing up sand at people visual cover and that s*** stings!) would probably make more sense for the game.
Oh, yes. It is. I was just "slowing it down." So they don't start out with unlimited access to everything of any level right away. Maybe it didn't read the way I thought...
When they get Wizard ritual spells, it's for spell levels they can cast. But when the next increase to their ritual casting happens (that I thiiink I tried to line up with their new castable levels) they could use whatever. Like a stepping up progression...They get Ranger and Druids they can cast. Then they get wizard's they can cast, but can use any ranger or druid rituals. Then they get cleric's of spell levels they can cast, but all ranger, druid, AND wizard. Then, eventually, at really high level, they're using all ranger/druid/wizard/cleric ritual spells of any level...which there are sure to be (I was presuming) higher level options than their spell casting allows.
Is that better or did I make it more confusing? ...I also didn't realize the Bard already had something like this and if that fits in better, and it's already written/done, by all means use it if you like.
Agreed. It is too many finicky bits all frontloaded.
I think it's a ton of choices at low level. I'm kind wondering what we could take out to simplify it! lol.
As for low level having too much stuff....lets see...I think Level 1 needs something for combat, so I'd not want to lose Bane at that level, and the other two choices are pretty necessary to be at that level for narrative reasons...
Also, speaking of combat at low levels...perhaps the Bane feature should have a claus that all your banes cause the target to take extra damage equal to your proficiency modifier 1/round when you hit them with an attack? If it takes a failed save to land a Bane, and most of them have subsequent saves, I think that's limited enough to not risk overpowering the class, and allows level 1 to add something to every type of combat, rather than only some.
I think for now I'll write it up as is, and think more on it.