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D&D 5E ritual casting overpowered?

Rope trick is very powerful in the specific circumstance of facing an organized and active enemy, in some area with a strong negative for retreating and reentering, but you can spare an hour for a short rest, when your party benefits strongly from a short rest, and the organized and active enemy lacks the ability to detect magic. Oh, and it costs a memorization slot and a casting slot.

Yup, that's some crazy, ez-mode crap right there. That needs to be reined in. :/
detect magic lasts 10mins and tange 30'. good luck searching your dungeon within the hour to find the infiltrating pcs. assuming their rope trick isnt in a large cavern etc higher than detect magic can even reach.

all i can tell you is, ive played with rope trick, and without, and its a better game without it imo. and ive caused enough thread derailment already.
 

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I am considering reducing duration or increasing cast time of rituals a bit.

I'd lean towards the latter approach if I was making that ruling: Reducing the duration of something you put a lot of extra chanting / dancing around into seems counterintuitive, where by its nature I expect ritual to be a long and involved process. My knee-jerk thought would be to multiply the standard cast time of 10 minutes by the level of the spell, so 1st = 10, 2nd = 20, 3rd = 30, etc. Or if that still feels small, then maybe by the level squared, so 1st = 10 (10x1x1), 2nd = 40 (10x2x2), 3rd = 90 (10x3x3), etc. People aren't going to bust out Tiny Hut nearly as much if it takes an hour and a half to cast...
 

detect magic lasts 10mins and tange 30'. good luck searching your dungeon within the hour to find the infiltrating pcs. assuming their rope trick isnt in a large cavern etc higher than detect magic can even reach.

all i can tell you is, ive played with rope trick, and without, and its a better game without it imo. and ive caused enough thread derailment already.

I personally haven't encountered any problem with it in my games. However, one option, other than banning it, would be to use the Pathfinder version and not allow the rope to be brought into the Extra Dimensional Space. It's still safer than resting in the open, but it's not a fool-proof hiding place.
 

If the PCs having the ability to cast rituals is derailing or undermining the challenge of your adventure, simply make sure that time is an important element of your adventures.
With all the time in the world rituals can be quite powerful. But PCs rarely have all the time in the world.
 

I personally haven't encountered any problem with it in my games. However, one option, other than banning it, would be to use the Pathfinder version and not allow the rope to be brought into the Extra Dimensional Space. It's still safer than resting in the open, but it's not a fool-proof hiding place.

Yeah I prefer that version too.

I mean it's not a huge deal most of the time. I just prefer to remove a handful of spells from my game because I feel it makes things better overall. The list is very short: revivify, raise dead, resurrection, leonmund's tiny hut and rope trick. Those spells are removed from the player's lists when I DM. Raise dead etc are still around, but they are exceptionally rare and treasured magic.
 

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