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Ritual Rule Changes
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<blockquote data-quote="Nether Mage Ash" data-source="post: 4310572" data-attributes="member: 25548"><p>I love the ritual system, and thing that it is a great addition to the game with all its possibilities for future expansion. I also like the fact that it can be used by anybody, which provides of a sense of mystical-ness of the world which I like.</p><p> </p><p>But I also do not like that it can be used by everybody. To me certain magic types should only be done by those that have certain requirements.</p><p></p><p>For example, any tom dick or harry can learn to create Magic Items. If he has the Ritual Caster feat and the Enchant Magic Item ritual, and the necessary level and wealth he can make magic items. I don't like that. I personally feel that only magical characters - be they arcane like wizards or divine like clerics - should be able to do stuff like that. </p><p></p><p>I also think that the really really high potency rituals should be restricted to certain groups and whatnot. </p><p></p><p>To that end I was thinking of adding an extra mechanic. There are Standard Rituals, which are what rituals are currently, and there are Specialized Rituals, which is a new form of ritual. In addition, rituals are now allowed to have Prerequisites, be it skills, feats or what have your. </p><p></p><p>Specialized Rituals are rituals that only those that have a certain Class or a certain Feat are able to take. They can be of whatever rank, but if a standard ritual of that type does exist than it will always be of higher level and of higher cost. </p><p></p><p>Another thing I am thinking about changing is what sort of effects can become rituals. I do not care about the thematic idea of the writers that only non-combat effects can be rituals. To me their can be rituals that cause the sun to explode or asteroids to strike or volcanes to erupt. They would have high level, high cost, and high casting times but they would be rituals and not powers. </p><p></p><p>I also beleive that the lower timespan of casting can exist. While I understand that rituals cannot be used in combat, or break the point of the game, I do not see a problem with allowing rituals with a 5 minute or even a minute or two casting times to exist. With each round being six seconds it would be only the longest of battles where a minute time ritual could be cast. </p><p></p><p>One more thing, and this is just a comment. I was thinking of reducing the amount of time it takes to scribe a ritual from 8/16/24 to 4/8/12 or even 2/4/8. I cannot see how this would have much of an inpact as for the most part such scribing would take place in downtime and between the scenes anyway. This would also reduce mastering time to either 4 hours or two hours. </p><p></p><p>So list of changes. </p><p> *Add a Prerequisite category to rituals</p><p> *Divide rituals into two Types: Standard and Specialized. Some Specialized Rituals can be cast as Standard but at higher cost, level and time. </p><p> *Expand options for what can be considered rituals to include some damage-dealing effects. </p><p> *Reduce minimum casting time allowed from ten minutes to 5 minutes, 2 minutes or even 1 minute. Rule must make it not really useful to cast in combat, but time can be reduced. </p><p> *A long term project will see the adoption of hundreds or more of the previous editions spells into the new editions rituals. I think that could be done and could make it such a varied option for characters. </p><p> *Think about reducing scribing and mastering times. </p><p></p><p>In addition to the above I will also be removing from the prayer list and spell list some powers and turn them into Rituals. The Level 22 Cloud Chariot is a ritual, as is the Level 22 Mordenkainen's Mansion. </p><p></p><p>As with everything I post I would very much like your opinions, thoughts, suggesstions and comments. Direct dismissals as useless will be ignored as pointless, meaningless and useless. Constructive criticism will be respected.</p></blockquote><p></p>
[QUOTE="Nether Mage Ash, post: 4310572, member: 25548"] I love the ritual system, and thing that it is a great addition to the game with all its possibilities for future expansion. I also like the fact that it can be used by anybody, which provides of a sense of mystical-ness of the world which I like. But I also do not like that it can be used by everybody. To me certain magic types should only be done by those that have certain requirements. For example, any tom dick or harry can learn to create Magic Items. If he has the Ritual Caster feat and the Enchant Magic Item ritual, and the necessary level and wealth he can make magic items. I don't like that. I personally feel that only magical characters - be they arcane like wizards or divine like clerics - should be able to do stuff like that. I also think that the really really high potency rituals should be restricted to certain groups and whatnot. To that end I was thinking of adding an extra mechanic. There are Standard Rituals, which are what rituals are currently, and there are Specialized Rituals, which is a new form of ritual. In addition, rituals are now allowed to have Prerequisites, be it skills, feats or what have your. Specialized Rituals are rituals that only those that have a certain Class or a certain Feat are able to take. They can be of whatever rank, but if a standard ritual of that type does exist than it will always be of higher level and of higher cost. Another thing I am thinking about changing is what sort of effects can become rituals. I do not care about the thematic idea of the writers that only non-combat effects can be rituals. To me their can be rituals that cause the sun to explode or asteroids to strike or volcanes to erupt. They would have high level, high cost, and high casting times but they would be rituals and not powers. I also beleive that the lower timespan of casting can exist. While I understand that rituals cannot be used in combat, or break the point of the game, I do not see a problem with allowing rituals with a 5 minute or even a minute or two casting times to exist. With each round being six seconds it would be only the longest of battles where a minute time ritual could be cast. One more thing, and this is just a comment. I was thinking of reducing the amount of time it takes to scribe a ritual from 8/16/24 to 4/8/12 or even 2/4/8. I cannot see how this would have much of an inpact as for the most part such scribing would take place in downtime and between the scenes anyway. This would also reduce mastering time to either 4 hours or two hours. So list of changes. *Add a Prerequisite category to rituals *Divide rituals into two Types: Standard and Specialized. Some Specialized Rituals can be cast as Standard but at higher cost, level and time. *Expand options for what can be considered rituals to include some damage-dealing effects. *Reduce minimum casting time allowed from ten minutes to 5 minutes, 2 minutes or even 1 minute. Rule must make it not really useful to cast in combat, but time can be reduced. *A long term project will see the adoption of hundreds or more of the previous editions spells into the new editions rituals. I think that could be done and could make it such a varied option for characters. *Think about reducing scribing and mastering times. In addition to the above I will also be removing from the prayer list and spell list some powers and turn them into Rituals. The Level 22 Cloud Chariot is a ritual, as is the Level 22 Mordenkainen's Mansion. As with everything I post I would very much like your opinions, thoughts, suggesstions and comments. Direct dismissals as useless will be ignored as pointless, meaningless and useless. Constructive criticism will be respected. [/QUOTE]
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