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General Tabletop Discussion
*Pathfinder & Starfinder
Rituals are in it would seem
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<blockquote data-quote="Gadget" data-source="post: 5913391" data-attributes="member: 23716"><p>4E did have utility spells as part of the AED power mechanism, by the way. </p><p></p><p>I don't see rituals as being <strong>only </strong>for the huge, destroy the world type magic. One of the things that has always bothered me about D&D magic has been the rather obvious conceit that it was designed around PC adventuring in a Dungeon, and virtually all magic (with some exceptions) can be cast within the space of a combat round. This can be very verisimilitude breaking, especially when taken out the immediate 'adventure' context and applied to the campaign world at large. Sure, a wizard who fills up his spell slots with fireball and the like can do a lot of damage, but it has always seemed more world breaking to me if someone uses low level utility magic like <em>Rope Trick</em> outside the Dungeon. I personally do not care for campaigns where everyone is flying around a lot like Peter Pan, It changes the feel quite a bit. Sure this is personal preference and I could ban said spell/Items, make only one in a billion people in the setting a spell caster, etc., but rituals allow me to put a bit of a limit on spamming campaign changing magic outside of the adventure context. They allow the campaign world as a whole to integrate a little better with the magic system. </p><p></p><p>Mind you I'm not advocating shoving all Utility magic into the Ritual System, something like <em>feather</em> <em>fall</em> would be pretty useless as a ritual, but relatively long lasting or permanent effects that you can see really changing the setting might be up for consideration. I think one of the problems with the 4E system was that it tried to be a little bit too one-size-fits-all. There is probably no need to have <em>all</em> rituals be 10 minutes to cast, and working out the cost could be tricky as well, but a somewhat longer casting time will help to balance things out for most PC in the game.</p></blockquote><p></p>
[QUOTE="Gadget, post: 5913391, member: 23716"] 4E did have utility spells as part of the AED power mechanism, by the way. I don't see rituals as being [B]only [/B]for the huge, destroy the world type magic. One of the things that has always bothered me about D&D magic has been the rather obvious conceit that it was designed around PC adventuring in a Dungeon, and virtually all magic (with some exceptions) can be cast within the space of a combat round. This can be very verisimilitude breaking, especially when taken out the immediate 'adventure' context and applied to the campaign world at large. Sure, a wizard who fills up his spell slots with fireball and the like can do a lot of damage, but it has always seemed more world breaking to me if someone uses low level utility magic like [I]Rope Trick[/I] outside the Dungeon. I personally do not care for campaigns where everyone is flying around a lot like Peter Pan, It changes the feel quite a bit. Sure this is personal preference and I could ban said spell/Items, make only one in a billion people in the setting a spell caster, etc., but rituals allow me to put a bit of a limit on spamming campaign changing magic outside of the adventure context. They allow the campaign world as a whole to integrate a little better with the magic system. Mind you I'm not advocating shoving all Utility magic into the Ritual System, something like [I]feather[/I] [I]fall[/I] would be pretty useless as a ritual, but relatively long lasting or permanent effects that you can see really changing the setting might be up for consideration. I think one of the problems with the 4E system was that it tried to be a little bit too one-size-fits-all. There is probably no need to have [I]all[/I] rituals be 10 minutes to cast, and working out the cost could be tricky as well, but a somewhat longer casting time will help to balance things out for most PC in the game. [/QUOTE]
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Rituals are in it would seem
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