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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Rituals are in it would seem
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<blockquote data-quote="Ainamacar" data-source="post: 5912568" data-attributes="member: 70709"><p>Rituals take two. I think there are three essential elements that a robust 5e ritual system needs.</p><p></p><ol> <li data-xf-list-type="ol">Effects that can scale from the small to the campaign-shaking. Casting a really big ritual can be an encounter, even an adventure, unto itself. I'd love rituals with brief trees for expanding effects and lots of advice for free-forming when necessary.</li> <li data-xf-list-type="ol">Sane resource management, which probably requires a sane D&D economy (wish us luck). The main thing is to price rituals primarily by effect, regardless of who is casting it. Strong ritual casters slightly enhance a ritual for the otherwise same resource expenditure. Rituals and magic items explore the same space in the game resource-wise, in my opinion.</li> <li data-xf-list-type="ol">Strong thematic ties with classes/themes/backgrounds that are traditionally magic or should have access to these sorts of effects. For example, letting a wizard perform a ritual beforehand (expending all necessary resources) and filling a slot with that ritual for faster casting. Giving the sorcerer very limited spontaneous or cheap, but not necessarily fast, access to some rituals. Maybe druids can cast some rituals based on environment, etc. Maybe clerics can perform a miracle deserving of the name after saving a temple from orcs. Rituals are a generic system, but they shouldn't feel that way. Providing some unique "interfaces" to the ritual system will go a long way.</li> </ol></blockquote><p></p>
[QUOTE="Ainamacar, post: 5912568, member: 70709"] Rituals take two. I think there are three essential elements that a robust 5e ritual system needs. [LIST=1] [*]Effects that can scale from the small to the campaign-shaking. Casting a really big ritual can be an encounter, even an adventure, unto itself. I'd love rituals with brief trees for expanding effects and lots of advice for free-forming when necessary. [*]Sane resource management, which probably requires a sane D&D economy (wish us luck). The main thing is to price rituals primarily by effect, regardless of who is casting it. Strong ritual casters slightly enhance a ritual for the otherwise same resource expenditure. Rituals and magic items explore the same space in the game resource-wise, in my opinion. [*]Strong thematic ties with classes/themes/backgrounds that are traditionally magic or should have access to these sorts of effects. For example, letting a wizard perform a ritual beforehand (expending all necessary resources) and filling a slot with that ritual for faster casting. Giving the sorcerer very limited spontaneous or cheap, but not necessarily fast, access to some rituals. Maybe druids can cast some rituals based on environment, etc. Maybe clerics can perform a miracle deserving of the name after saving a temple from orcs. Rituals are a generic system, but they shouldn't feel that way. Providing some unique "interfaces" to the ritual system will go a long way. [/LIST] [/QUOTE]
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Rituals are in it would seem
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