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General Tabletop Discussion
*Dungeons & Dragons
Ritual Spells - do they need to be a separate category?
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<blockquote data-quote="BlivetWidget" data-source="post: 7589292" data-attributes="member: 6912801"><p>I was pondering, how much would the game actually change if all spells were rituals? Instead of ritual spells being treated as a special case, simply allowing ritual casters to cast any spell as a ritual.</p><p></p><p></p><p>Some thoughts:</p><p>- At +10 minutes to cast a spell as a ritual, there is no effect on combat spellcasting (setting aside extreme edge cases like a magical siege).</p><p>- The duration of most spells is short enough that, for the most part, this does not result in much opportunity for out-of combat, preparatory buffs, with a few exceptions (Mage Armor spell tax goes away -arguably that should have been a ritual anyway- and spells like Invisibility would likely see more use, etc.).</p><p>- More spells would be used to solve out-of-combat problems, spell slots would become largely a combat resource.</p><p>- A lot of spell-related features cap out at 5th level. If all spells as rituals ends up too disruptive somehow, the feature could easily be given a cap without breaking form with the rest of the rules.</p><p></p><p>So, I feel like the game changes slightly, but not significantly, and not in any ways I don't like. Feels more streamlined in the ruleset while adding flexibility in the gameplay. Might be an interesting idea for a high-magic campaign. Or a new wizard subclass feature (granted at what level, I wonder?). Or flip the tables by making spells <em>only </em>castable as rituals for a lower-magic setting (but that's another discussion for another time).</p><p></p><p>Do you see anything particularly game-breaking here?</p></blockquote><p></p>
[QUOTE="BlivetWidget, post: 7589292, member: 6912801"] I was pondering, how much would the game actually change if all spells were rituals? Instead of ritual spells being treated as a special case, simply allowing ritual casters to cast any spell as a ritual. Some thoughts: - At +10 minutes to cast a spell as a ritual, there is no effect on combat spellcasting (setting aside extreme edge cases like a magical siege). - The duration of most spells is short enough that, for the most part, this does not result in much opportunity for out-of combat, preparatory buffs, with a few exceptions (Mage Armor spell tax goes away -arguably that should have been a ritual anyway- and spells like Invisibility would likely see more use, etc.). - More spells would be used to solve out-of-combat problems, spell slots would become largely a combat resource. - A lot of spell-related features cap out at 5th level. If all spells as rituals ends up too disruptive somehow, the feature could easily be given a cap without breaking form with the rest of the rules. So, I feel like the game changes slightly, but not significantly, and not in any ways I don't like. Feels more streamlined in the ruleset while adding flexibility in the gameplay. Might be an interesting idea for a high-magic campaign. Or a new wizard subclass feature (granted at what level, I wonder?). Or flip the tables by making spells [I]only [/I]castable as rituals for a lower-magic setting (but that's another discussion for another time). Do you see anything particularly game-breaking here? [/QUOTE]
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Ritual Spells - do they need to be a separate category?
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