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Community
General Tabletop Discussion
*Dungeons & Dragons
ritual casting overpowered?
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<blockquote data-quote="Zinnger" data-source="post: 6740839" data-attributes="member: 6788910"><p>I see no problem (or no greater problem than anything else) with rituals. Sure, the feat used to get this offers increased power. What about the feat allowing the fighter to add +10 damage PER HIT!? Oh, and he swings 2/rd for +20 damage. The healer that can use 1 action to heal d6+4+lv hp for each party member without using any spell slots... and do it again after a short rest! This is about as good as level 1 cure wounds for no spell slot use. Oh, how about this one... Lucky - now that's just straight cheating...</p><p></p><p>Consider the dex fighter or rogue who adds +2 Dex. They got the benefit of a magic +1 weapon! They now have +1 to hit and +1 to damage with their attacks. Plus, depending on armor worn, maybe a +1 AC too. Bottom line is, feats are supposed to be powerful. </p><p></p><p>If the DM is using the tactics against the party then just find ways to work around them. A cleric can ritual detect magic and then silence the magic mouths with another ritual and use no spell slots. there are a number of ways to work around or with the additional challenge. But as a player, why worry about water walking as a problem. Just don't do it. It sounds like you are speaking from the position of DM. If you are the DM then shame on you. I have been a DM for 37+ years and 5e is all about DM control so take control. Remove the feat (or all of the OPTIONAL feats - as everything in Chapter 6 is DM option). Remove the Ritual tag from all spells. Increase casting time of rituals to an hour as they were in other editions. Do what you feel with YOUR game and make it fun for you and the players. In this case, there is no reason for this thread at all. Options are... Optional.</p></blockquote><p></p>
[QUOTE="Zinnger, post: 6740839, member: 6788910"] I see no problem (or no greater problem than anything else) with rituals. Sure, the feat used to get this offers increased power. What about the feat allowing the fighter to add +10 damage PER HIT!? Oh, and he swings 2/rd for +20 damage. The healer that can use 1 action to heal d6+4+lv hp for each party member without using any spell slots... and do it again after a short rest! This is about as good as level 1 cure wounds for no spell slot use. Oh, how about this one... Lucky - now that's just straight cheating... Consider the dex fighter or rogue who adds +2 Dex. They got the benefit of a magic +1 weapon! They now have +1 to hit and +1 to damage with their attacks. Plus, depending on armor worn, maybe a +1 AC too. Bottom line is, feats are supposed to be powerful. If the DM is using the tactics against the party then just find ways to work around them. A cleric can ritual detect magic and then silence the magic mouths with another ritual and use no spell slots. there are a number of ways to work around or with the additional challenge. But as a player, why worry about water walking as a problem. Just don't do it. It sounds like you are speaking from the position of DM. If you are the DM then shame on you. I have been a DM for 37+ years and 5e is all about DM control so take control. Remove the feat (or all of the OPTIONAL feats - as everything in Chapter 6 is DM option). Remove the Ritual tag from all spells. Increase casting time of rituals to an hour as they were in other editions. Do what you feel with YOUR game and make it fun for you and the players. In this case, there is no reason for this thread at all. Options are... Optional. [/QUOTE]
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ritual casting overpowered?
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