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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Ritual focused feats
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<blockquote data-quote="Smeelbo" data-source="post: 4661821" data-attributes="member: 81898"><p>While I haven't seen <em>Rituals</em> in action yet, I have been reading up on them lately, so I have some observations.</p><p> </p><p>First, we know <em>Arcane Power</em> is coming out soon, and that in order to sell books, <em>Hasbro</em> will no doubt lard it up with <u>awesome</u> rituals, and feats to improve ritual casting.</p><p> </p><p>Second, component cost as a balancing factor is very campaign dependent. If the money is tight enough, it might work, but when costs are trivial, a high coin cost is no cost at all.</p><p> </p><p>Third, assuming ritual coin costs are significant in the campaign, then having feats that reduce costs could be balanced. Again, with<em> Arcane Powers</em> coming out soon, it is hard to evaluate the trade-offs, because we don't know what rituals will be available, or what other arcane feats might be taken instead.</p><p> </p><p>Fourth, what rituals are you really talking about? Give me cheap <em>Magic Circles</em>, and encounters may change dramaticly. Obviously, you can't reduce the cost of <em>Enchant Item </em>or <em>Transfer Enchantment </em>or<em> Brew Potion</em>. The exploration and travel rituals look intriguing, but the NPC quester can just provide those if really necessary.</p><p> </p><p>Fifth, component costs are already most much cheaper than the market price for a ritual. Do they really need to be made cheaper?</p><p> </p><p>Sixth, there is currently no limit other than game time and money for the number of rituals a character can learn. Indeed, since a character can only have a very limited number of powers, but as many rituals as they can afford, from a marketing point of view, a ritual heavy <em>Arcane Power</em> book would probably sell better.</p><p> </p><p>Personally, I'd wait until <em>Arcane Powers</em> comes out, then evaluate if reducing ritual component costs further is worthwhile.</p><p> </p><p><strong>Smeelbo</strong></p></blockquote><p></p>
[QUOTE="Smeelbo, post: 4661821, member: 81898"] While I haven't seen [I]Rituals[/I] in action yet, I have been reading up on them lately, so I have some observations. First, we know [I]Arcane Power[/I] is coming out soon, and that in order to sell books, [I]Hasbro[/I] will no doubt lard it up with [U]awesome[/U] rituals, and feats to improve ritual casting. Second, component cost as a balancing factor is very campaign dependent. If the money is tight enough, it might work, but when costs are trivial, a high coin cost is no cost at all. Third, assuming ritual coin costs are significant in the campaign, then having feats that reduce costs could be balanced. Again, with[I] Arcane Powers[/I] coming out soon, it is hard to evaluate the trade-offs, because we don't know what rituals will be available, or what other arcane feats might be taken instead. Fourth, what rituals are you really talking about? Give me cheap [I]Magic Circles[/I], and encounters may change dramaticly. Obviously, you can't reduce the cost of [I]Enchant Item [/I]or [I]Transfer Enchantment [/I]or[I] Brew Potion[/I]. The exploration and travel rituals look intriguing, but the NPC quester can just provide those if really necessary. Fifth, component costs are already most much cheaper than the market price for a ritual. Do they really need to be made cheaper? Sixth, there is currently no limit other than game time and money for the number of rituals a character can learn. Indeed, since a character can only have a very limited number of powers, but as many rituals as they can afford, from a marketing point of view, a ritual heavy [I]Arcane Power[/I] book would probably sell better. Personally, I'd wait until [I]Arcane Powers[/I] comes out, then evaluate if reducing ritual component costs further is worthwhile. [B]Smeelbo[/B] [/QUOTE]
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Ritual focused feats
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