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<blockquote data-quote="Jimplaysdnd" data-source="post: 6250371" data-attributes="member: 6763034"><p>Hah, I really don't think you're raining on my parade - exactly the opposite - as a novice 4E DM the (extensive!) information you've given from your experience is really useful. If I may address a couple of comments (not being antagonistic, just interested in your viewpoint):</p><p></p><p></p><p></p><p>True. My thinking around this was based on the following:</p><p></p><p>For some classes, Ritual Casting comes free. Now I have no great problem with that - utility is essentially what casters have done since forever, assuming you aren't playing an evoker who's maxed out their slots with magic missiles and fireballs. My thought process was more along the lines of: everyone can get rituals (and I think they add a large component to the game, but then again I played a lot of illusionists when I was younger, and like that kind of flexibility); if you're a non-caster you have a 1 or 2 feat entry criteria (possibly skill training, plus ritual caster); but it's probably good for the game if everyone has those options (otherwise is there the potential that Bobby the Fighter is just sitting on his hands while everyone else is living in their Tiny Huts?) - so why have the prerequisite feats. But in that case (or as RAW) everyone pretty much gets access to the same rituals (modulo skill choice) - so there's the potential for there not to feel like there's differences between characters, as they can all do the same thing. Maybe I'm overthinking this however. </p><p></p><p></p><p></p><p>I'm not sure I completely agree here. Now again, it could just be my lack of familiarity, but most utility powers seem very directly combat orientated (shifting / movement; defence or offence modifiers);. Looking at the PHB wizard level 2 utilities, I see:</p><p></p><p>a movement based skill</p><p>a classic DnD utility spell, OK, I'll grant this one is interesting</p><p>another movement based skill</p><p>An AC modifier</p><p></p><p>Opening my pathfinder rulebook I see level 1 spells such as Grease, disguise self, silent image, animate rope or ventriloquism. OK, so one of those is hiding in the higher level 4E wizard utilities - but all of those I could see uses for in a combat situation. Lowering the cast time makes those viable.</p><p></p><p>Hmm, so taking your points on board maybe a better decision is to expand available utility skills instead of rituals? Have you ever played with that idea?</p><p></p><p></p><p></p><p>This is interesting. I'd mostly read the opposite viewpoint - because of the time and costs, they are rarely used. Maybe this depends heavily on the individuals playing.</p><p></p><p>And thanks for the ritual list. I definitely believe rituals should be expanded, and tailored to a degree on player desires.</p></blockquote><p></p>
[QUOTE="Jimplaysdnd, post: 6250371, member: 6763034"] Hah, I really don't think you're raining on my parade - exactly the opposite - as a novice 4E DM the (extensive!) information you've given from your experience is really useful. If I may address a couple of comments (not being antagonistic, just interested in your viewpoint): True. My thinking around this was based on the following: For some classes, Ritual Casting comes free. Now I have no great problem with that - utility is essentially what casters have done since forever, assuming you aren't playing an evoker who's maxed out their slots with magic missiles and fireballs. My thought process was more along the lines of: everyone can get rituals (and I think they add a large component to the game, but then again I played a lot of illusionists when I was younger, and like that kind of flexibility); if you're a non-caster you have a 1 or 2 feat entry criteria (possibly skill training, plus ritual caster); but it's probably good for the game if everyone has those options (otherwise is there the potential that Bobby the Fighter is just sitting on his hands while everyone else is living in their Tiny Huts?) - so why have the prerequisite feats. But in that case (or as RAW) everyone pretty much gets access to the same rituals (modulo skill choice) - so there's the potential for there not to feel like there's differences between characters, as they can all do the same thing. Maybe I'm overthinking this however. I'm not sure I completely agree here. Now again, it could just be my lack of familiarity, but most utility powers seem very directly combat orientated (shifting / movement; defence or offence modifiers);. Looking at the PHB wizard level 2 utilities, I see: a movement based skill a classic DnD utility spell, OK, I'll grant this one is interesting another movement based skill An AC modifier Opening my pathfinder rulebook I see level 1 spells such as Grease, disguise self, silent image, animate rope or ventriloquism. OK, so one of those is hiding in the higher level 4E wizard utilities - but all of those I could see uses for in a combat situation. Lowering the cast time makes those viable. Hmm, so taking your points on board maybe a better decision is to expand available utility skills instead of rituals? Have you ever played with that idea? This is interesting. I'd mostly read the opposite viewpoint - because of the time and costs, they are rarely used. Maybe this depends heavily on the individuals playing. And thanks for the ritual list. I definitely believe rituals should be expanded, and tailored to a degree on player desires. [/QUOTE]
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