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Ritual houserules
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<blockquote data-quote="the Jester" data-source="post: 6250337" data-attributes="member: 1210"><p>Apologies in advance if I just sound like I'm raining on your parade, but I really wouldn't do what you're proposing.</p><p></p><p>First of all, rituals are NOT limited to just casters. Anyone can take Ritual Caster as a feat as long as they are trained in, I believe, Arcana. In fact, a rogue pc in my campaign has had Ritual Casting since about 5th level (he is now 24th). </p><p></p><p>I think your idea of limiting each power source to a specific type of ritual is, frankly, a real bummer. Part of the beauty of rituals is that anyone can do it. It helps alleviate the "need" for certain classes (e.g. cleric vis-a-vis raise dead). If I could only use certain types of rituals, I would be far less inclined to invest in ritual use.0</p><p></p><p>I also think it's a mistake to decrease the casting time of a ritual. First off, a six-second "ritual" isn't very ritualistic, at least to me; and second, rituals should (generally) not be in-combat types of things anyway, those are class attack and utility powers. I really think the distinction is both important and useful in the game: important for a basic test on what should be a ritual and what shouldn't when doing design work (barkskin? no; secret chest? yes), and useful for flavor and worldbuilding purposes, as well as for high-level treasure distribution. What I mean by this is that the game assumes that a high-paragon or epic level party is receiving a tremendous amount of liquid wealth in treasure; to me, that much gold is hard to justify in most cases, while it's pretty easy to imagine a big temple having hundreds of thousands of gp worth of ritual components and residuum. </p><p></p><p>I also like having the costs associated with rituals, but I also like to have a variety of special components out there that can mitigate the cost (e.g. maybe the blood of an angel, freely given, can reduce the cost of a healing ritual by 50%).</p><p></p><p>I say this, by the way, from the perspective of an enthusiastic 4e dm who recognizes the edition has its warts. I'm not mindlessly promoting the by the book system because it's the one in the book; I'm promoting it because I have found that, given access to rituals at about the pace I'd given access to spell scrolls in earlier editions, a creative party will end up employing them a fair amount and getting a great deal of use out of them. I've also homebrewed a list of somewhere around 30 rituals, and custom made new ones in several instances for specific adventures' plots. I've got some that can only be cast on certain days or every 250 years "when the stars are right". I've got quite a few rituals that are far more about world building than about being, strictly speaking, <em>useful</em>. I love the ritual system and think that it stands pretty darn well without modification- albeit with expansion.</p><p></p><p>Whether you take my advice or not, however you end up using rituals, I've attached a pdf of my custom rituals (some of which are conversions from earlier edition spells or custom material). I hope you find it useful and enjoyable!</p></blockquote><p></p>
[QUOTE="the Jester, post: 6250337, member: 1210"] Apologies in advance if I just sound like I'm raining on your parade, but I really wouldn't do what you're proposing. First of all, rituals are NOT limited to just casters. Anyone can take Ritual Caster as a feat as long as they are trained in, I believe, Arcana. In fact, a rogue pc in my campaign has had Ritual Casting since about 5th level (he is now 24th). I think your idea of limiting each power source to a specific type of ritual is, frankly, a real bummer. Part of the beauty of rituals is that anyone can do it. It helps alleviate the "need" for certain classes (e.g. cleric vis-a-vis raise dead). If I could only use certain types of rituals, I would be far less inclined to invest in ritual use.0 I also think it's a mistake to decrease the casting time of a ritual. First off, a six-second "ritual" isn't very ritualistic, at least to me; and second, rituals should (generally) not be in-combat types of things anyway, those are class attack and utility powers. I really think the distinction is both important and useful in the game: important for a basic test on what should be a ritual and what shouldn't when doing design work (barkskin? no; secret chest? yes), and useful for flavor and worldbuilding purposes, as well as for high-level treasure distribution. What I mean by this is that the game assumes that a high-paragon or epic level party is receiving a tremendous amount of liquid wealth in treasure; to me, that much gold is hard to justify in most cases, while it's pretty easy to imagine a big temple having hundreds of thousands of gp worth of ritual components and residuum. I also like having the costs associated with rituals, but I also like to have a variety of special components out there that can mitigate the cost (e.g. maybe the blood of an angel, freely given, can reduce the cost of a healing ritual by 50%). I say this, by the way, from the perspective of an enthusiastic 4e dm who recognizes the edition has its warts. I'm not mindlessly promoting the by the book system because it's the one in the book; I'm promoting it because I have found that, given access to rituals at about the pace I'd given access to spell scrolls in earlier editions, a creative party will end up employing them a fair amount and getting a great deal of use out of them. I've also homebrewed a list of somewhere around 30 rituals, and custom made new ones in several instances for specific adventures' plots. I've got some that can only be cast on certain days or every 250 years "when the stars are right". I've got quite a few rituals that are far more about world building than about being, strictly speaking, [i]useful[/i]. I love the ritual system and think that it stands pretty darn well without modification- albeit with expansion. Whether you take my advice or not, however you end up using rituals, I've attached a pdf of my custom rituals (some of which are conversions from earlier edition spells or custom material). I hope you find it useful and enjoyable! [/QUOTE]
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