Ritual information

DandD said:
I doubt that Ritual Casting is going to have such high ability score requisites. As far as I've read, Clerics and Wizards get Ritual Casting as a free feat, but if they didn't have the necessarily high ability score, they couldn't use it, which is anachronistic. Nah, if at all, it will be probably just 11+, and that's it.
Interestingly, that might even finally allow normal commoners to perform rituals, especially dark and evil rituals. Normal townsfolk who gather in the night and sacrifice goats, virgins and strangers are a classic.
I agree with most of this. However, if we can take any hint at all from 3E to 4E I think that IF there are any ability requirements at all they will be the classic 13. High enough to be above average but not so high it is unattainable by a typical 'commoner'.
 

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Yeah, well, I can force them to have feats as much as I want to. And they will like it, because I'm their Gamemaster. So there. :D
 

I doubt the game will worry much about the possibility of a wizard or cleric not having the prereqs necessary for ritual casting, because the odds are that those are the same prereqs for functioning in their class.

In other words, an Int 14 wizard will probably have bigger problems than an inability to use his ritual casting feat.
 

You think that classes will once again have stat prerequisites, like in older D&D-editions? Like, you can only be a wizard if you have an Int score of 13+, and to be a Fighter, you need a 12 in Str or so? I surely hope that's not the case...
 


No, no. I just think that if you're going to play an Int 12 wizard you're getting what you deserve when your character sucks. The game doesn't exactly make it a secret that doing that is a bad idea.
 

Engilbrand said:
Ritual Casting is probably tied to an ability score minimum. Probably 14 or 15 for INT, WIS, or CHA.

My personal speculation would be simple Trained: Arcana or Trained: Religion

Since Arcana already teaches some rudimentary magic(in the form of detect magic), that makes sense to me.
 

Fifth Element said:
Especially if they're all useful feats. No more Toughness, Dodge or +2/+2 skill feats?
Except now Toughness Rocks (since less hit points over all);

dodge is likely a utility power (so it gets a buff) and

+2/+2 skill feats would be broken since that means you either get half trained in 2 or half again compared to dc's
 

Khaalis said:
I agree with most of this. However, if we can take any hint at all from 3E to 4E I think that IF there are any ability requirements at all they will be the classic 13. High enough to be above average but not so high it is unattainable by a typical 'commoner'.


Except feats we've seen posted have stat requirements of 17 and 15.
paragon path article said:
Scimitar Dance Str 15, Dex 17 Deal Dex modifier damage on miss
Seize the Moment Dex 17 Gain combat advantage over foe with lower initiative
Sly Hunter Wis 15 +3 damage with bow against isolated target
Spear Push Str 15, Dex 13 Add 1 square to distance pushed with spear or polearm
Steady Shooter Con 15 +3 damage with crossbow if you don’t move
 

Mustrum_Ridcully said:
But NPCs don't have feats! They can never cast rituals! Oh noes!

They don't need them. As the DM, I decide that Fred the baker is a demonic worshipper and has the ritual Curse of the Bottomless Stomach that he uses every morning as he makes his bread, and done.
 

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