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Community
General Tabletop Discussion
*Dungeons & Dragons
ritual casting overpowered?
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<blockquote data-quote="Staffan" data-source="post: 6740769" data-attributes="member: 907"><p>The great thing about ships isn't that they let you move across water. It's that they do so with relatively little effort. As an example from the real world: the Suez canal is about 100 miles long. Before it was built, there was pretty much nothing stopping ships from landing at Port Said, then transporting cargo the 100 miles across the isthmus to Port Tefwik, and then loading the cargo onto different ships to continue its voyage. You'd think that'd be convenient. But instead people thought it was way better to travel around Africa, which was 4,300 miles longer than sailing through the Mediterranean and walking across the isthmus.</p><p></p><p></p><p></p><p><em>Rary's telepathic bond</em> is a 5th level spell, needing a 9th level caster. 9th level casters don't grow on trees. In addition, it affects 8 people for one hour - so it creates a single 8-member "cell" that are telepathically connected and need to get the spell renewed every hour for ten minutes. That's not super-useful unless those 8 are on a scouting mission somewhere, and the mage accompanies them.</p><p></p><p></p><p><em>Phantom steed</em> creates a single steed that lasts for an hour. It's great for the wizard who travels alone and needs to get somewhere fast. But if the wizard has a mere three traveling companions, he's spending half his time recasting the spell, and then it's not much faster than walking.</p><p></p><p></p><p></p><p>Both wizards and clerics/druids have a limitation on their ritual casting. Wizards need to have spent effort <em>learning</em> the ritual spell in the first place, in order to have it in their spell book. Clerics/druids automatically know their whole spell list, but instead need to expend daily resources in order to <em>prepare</em> the spell.</p></blockquote><p></p>
[QUOTE="Staffan, post: 6740769, member: 907"] The great thing about ships isn't that they let you move across water. It's that they do so with relatively little effort. As an example from the real world: the Suez canal is about 100 miles long. Before it was built, there was pretty much nothing stopping ships from landing at Port Said, then transporting cargo the 100 miles across the isthmus to Port Tefwik, and then loading the cargo onto different ships to continue its voyage. You'd think that'd be convenient. But instead people thought it was way better to travel around Africa, which was 4,300 miles longer than sailing through the Mediterranean and walking across the isthmus. [I]Rary's telepathic bond[/I] is a 5th level spell, needing a 9th level caster. 9th level casters don't grow on trees. In addition, it affects 8 people for one hour - so it creates a single 8-member "cell" that are telepathically connected and need to get the spell renewed every hour for ten minutes. That's not super-useful unless those 8 are on a scouting mission somewhere, and the mage accompanies them. [I]Phantom steed[/I] creates a single steed that lasts for an hour. It's great for the wizard who travels alone and needs to get somewhere fast. But if the wizard has a mere three traveling companions, he's spending half his time recasting the spell, and then it's not much faster than walking. Both wizards and clerics/druids have a limitation on their ritual casting. Wizards need to have spent effort [I]learning[/I] the ritual spell in the first place, in order to have it in their spell book. Clerics/druids automatically know their whole spell list, but instead need to expend daily resources in order to [I]prepare[/I] the spell. [/QUOTE]
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