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General Tabletop Discussion
*Pathfinder & Starfinder
Rituals are in it would seem
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<blockquote data-quote="D'karr" data-source="post: 5912931" data-attributes="member: 336"><p>I don't think there is any reason why rituals can not be designed to be scaleable for effect/time to cast. A gradient of effects could be built into the ritual so that it can be cast in short time (combat), long time, or very long time.</p><p></p><p>A ritual cast in combat would have a slightly longer casting time than a spell, let's say 2 rounds (full round action, etc.), and would have a much decreased duration/effect. So an "Undead Army" ritual cast in combat might raise one creature as a zombie for a short duration, for example. However the same ritual cast in the normal ritual times would provide more "benefits". Possibly more creatures. If the ritual is cast at much higher level then the creatures might be more powerful.</p><p></p><p>The "Teleport" ritual cast in combat might have a very short distance, and possibly some "dangerous" effects, but when cast over a long time should have more "benefits". A longer distance and more accurate come to mind as benefits.</p><p></p><p>The "Knock" ritual cast in combat might give a bonus to opening a door, possibly commensurate with the "ability" to "Open Locks". When cast at longer duration it might create a single use item that opens a door. When cast with the super duration it might create a magic item such as a "Chime of Opening."</p><p></p><p>In addition "costs" need to be really looked at, since it's one of the most frustrating issues with the current ritual system. Expensive at low levels and nearly Trivial at high levels is not the way to go. The scaling effect is what needs to be looked at so that a low level ritual does not lose it's utility at high level or become overpowering when cast at high level. Rituals should have discreet effects for this reason.</p></blockquote><p></p>
[QUOTE="D'karr, post: 5912931, member: 336"] I don't think there is any reason why rituals can not be designed to be scaleable for effect/time to cast. A gradient of effects could be built into the ritual so that it can be cast in short time (combat), long time, or very long time. A ritual cast in combat would have a slightly longer casting time than a spell, let's say 2 rounds (full round action, etc.), and would have a much decreased duration/effect. So an "Undead Army" ritual cast in combat might raise one creature as a zombie for a short duration, for example. However the same ritual cast in the normal ritual times would provide more "benefits". Possibly more creatures. If the ritual is cast at much higher level then the creatures might be more powerful. The "Teleport" ritual cast in combat might have a very short distance, and possibly some "dangerous" effects, but when cast over a long time should have more "benefits". A longer distance and more accurate come to mind as benefits. The "Knock" ritual cast in combat might give a bonus to opening a door, possibly commensurate with the "ability" to "Open Locks". When cast at longer duration it might create a single use item that opens a door. When cast with the super duration it might create a magic item such as a "Chime of Opening." In addition "costs" need to be really looked at, since it's one of the most frustrating issues with the current ritual system. Expensive at low levels and nearly Trivial at high levels is not the way to go. The scaling effect is what needs to be looked at so that a low level ritual does not lose it's utility at high level or become overpowering when cast at high level. Rituals should have discreet effects for this reason. [/QUOTE]
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Rituals are in it would seem
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