Rules like 'Rule 0' or 'Eldritch Machine' have very little usefulness for me. I mean, it is obvious that as a DM I can change things how I want and to introduce any plot device I consider necessary. These rules are essentially non-rules, but that is not what I look for when I buy a roleplaying game. Rather, I look for actual/real rules for the game.
I know that I can add any ritual to any monster without it being stated for me in some rulebook. I can also add powers, spells and whatever else I want. However, I am buying the game, so that I don't have to design one myself! One fundamental expectation I have from a fantasy roleplaying game is that I will be provided with creatures that will be useful not just as combat elements, though this purpose is important, but also as NPCs that can act as allies, villains, guides, advisors, and so on. I don't want to be forced to design all their abilities for these functions myself. Sure, if I want to change the flavor of some creatures by changing around their powers I will, but if I have to outright make up almost all of them for almost all creatures I want to use, than that is a problem that I do not wish to deal with in a game.
Giving the ability to cast rituals to important monsters, along with rules on how well they can cast them and also giving us a list of rituals a typical monster of that type might know would enable the simplification for combat that many seem to desire, yet still give us rules and material for non-combat uses of these beings.
I know that I can add any ritual to any monster without it being stated for me in some rulebook. I can also add powers, spells and whatever else I want. However, I am buying the game, so that I don't have to design one myself! One fundamental expectation I have from a fantasy roleplaying game is that I will be provided with creatures that will be useful not just as combat elements, though this purpose is important, but also as NPCs that can act as allies, villains, guides, advisors, and so on. I don't want to be forced to design all their abilities for these functions myself. Sure, if I want to change the flavor of some creatures by changing around their powers I will, but if I have to outright make up almost all of them for almost all creatures I want to use, than that is a problem that I do not wish to deal with in a game.
Giving the ability to cast rituals to important monsters, along with rules on how well they can cast them and also giving us a list of rituals a typical monster of that type might know would enable the simplification for combat that many seem to desire, yet still give us rules and material for non-combat uses of these beings.