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<blockquote data-quote="Jimplaysdnd" data-source="post: 6250330" data-attributes="member: 6763034"><p>Hi,</p><p></p><p>I'm returning to DMing after a long hiatus, intending to play 4E. I've spent the last week or so going through house rules and tweaks to get a feel for what works and what doesn't in 4E, and have a quick couple questions for the board.</p><p></p><p>One of the things I like about 4E is class-balance. Conversely, one of the things I disliked about it was how class spell content was largely in-combat based. 4E gets around this with rituals, which as written (pre-essentials - I own no essentials content, so not sure if this changes) have a few issues which have been discussed extensively. When I was thinking about these, and upon reviewing Martial Power 2, I figured: given class balance - why doesn't everyone have access to rituals? They add some additional flavour other than maximising dps - but why limit them to just casters, especially if you're aiming for class balance?</p><p></p><p>So in addition to often touted options - rituals being much quicker to cast (10 minute casts being reduced to standard actions); no or minimal costs being associated with them - I'm thinking of using the following options. I'd love to hear opinions of the more experienced 4E players, to let me know if I'm likely to run into anything that's going to break.</p><p></p><p>Firstly, I won't be using psionic classes. I just plain don't like psionics in my fantasy, never have done even from the AD&D days - that's just a personal thing. That leaves 4 power sources - each of those will be linked to a single skill and it's associated rituals:</p><p></p><p>Arcane: Arcana based rituals</p><p>Divine: Religion based rituals</p><p>Martial: Martial practices</p><p>Primal: Nature based rituals</p><p></p><p>This leaves out healing based rituals, which I'm leaving purely to NPCs. There may be some tweaking in here (for example, rangers taking nature instead of martial), but that's case by case.</p><p></p><p>Each class is then limited to the rituals associated with it's skill, as listed above. Casting takes a fairly obvious number based point system - each player has a number of ritual points equal to their level, with rituals costing a number of points equal to their level, with point recharge based on extended rest. Each player starts with two first level rituals; all others have to be learned.</p><p></p><p>How does this sound? Anything obviously going to break or be imbalanced?</p></blockquote><p></p>
[QUOTE="Jimplaysdnd, post: 6250330, member: 6763034"] Hi, I'm returning to DMing after a long hiatus, intending to play 4E. I've spent the last week or so going through house rules and tweaks to get a feel for what works and what doesn't in 4E, and have a quick couple questions for the board. One of the things I like about 4E is class-balance. Conversely, one of the things I disliked about it was how class spell content was largely in-combat based. 4E gets around this with rituals, which as written (pre-essentials - I own no essentials content, so not sure if this changes) have a few issues which have been discussed extensively. When I was thinking about these, and upon reviewing Martial Power 2, I figured: given class balance - why doesn't everyone have access to rituals? They add some additional flavour other than maximising dps - but why limit them to just casters, especially if you're aiming for class balance? So in addition to often touted options - rituals being much quicker to cast (10 minute casts being reduced to standard actions); no or minimal costs being associated with them - I'm thinking of using the following options. I'd love to hear opinions of the more experienced 4E players, to let me know if I'm likely to run into anything that's going to break. Firstly, I won't be using psionic classes. I just plain don't like psionics in my fantasy, never have done even from the AD&D days - that's just a personal thing. That leaves 4 power sources - each of those will be linked to a single skill and it's associated rituals: Arcane: Arcana based rituals Divine: Religion based rituals Martial: Martial practices Primal: Nature based rituals This leaves out healing based rituals, which I'm leaving purely to NPCs. There may be some tweaking in here (for example, rangers taking nature instead of martial), but that's case by case. Each class is then limited to the rituals associated with it's skill, as listed above. Casting takes a fairly obvious number based point system - each player has a number of ritual points equal to their level, with rituals costing a number of points equal to their level, with point recharge based on extended rest. Each player starts with two first level rituals; all others have to be learned. How does this sound? Anything obviously going to break or be imbalanced? [/QUOTE]
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