Alaxk Knight of Galt
First Post
The Rule of Three continues to openly and honestly address design issues of 4th Edition. This time, Rituals
Rule of Three
Ritual Design Goals
Wow, what a list of design goals. As a player and DM of DnD, I disagree with three of the four design goals.
Goal 2 - Give more characters magic. Spellcasters solve problems with spells. Fighters solve problems with force of arms. Thieves solve problems with stealth and cunning. If I want a magical solution to a problem, I want a spell caster. Casting spells should be the domain of those characters. Just like Swords and martial prowess should be the domain of the fighter or Martial character. Don't pass out what makes the spell caster special to every other class.
Goal 3 - Avoid Complex Embedded Rules. This is a case of a company not trusting it's customers to handle complex rules. I can't say anything else nice about this design goal.
Goal 4 - Exploration v Combat Spells. Part of the fun with a spell user is spell selection. Spell selection defines the caster. I think this shows an overall change towards a combat focused game as oppose to a problem solving game. Combat is just one way to solve a problem.
I'm forced to agree with this. The stated goals of the ritual system were met. All combat or complicated spells were removed from the spell list. The remaining spells were handed out to anyone who wanted to spend a single feat.
So aside from spell names (failing to preserve the classic flavor of the game), spell effects (dropping any spell that was complicated), and preserving class identity (Fighter's casting Raise Dead), the ritual system was a resounding success. That's a pretty brutal self-assessment.
Rule of Three
Ritual Design Goals
- Find a home for spells that aren't spells: Identify, Contact other Plane, Clone, Raise Dead
- Give more characters magic, reducing the reliance on spellcasters
- Avoid complex spell embedded rules
- Make exploration spells not compete with combat utility spells
Wow, what a list of design goals. As a player and DM of DnD, I disagree with three of the four design goals.
Goal 2 - Give more characters magic. Spellcasters solve problems with spells. Fighters solve problems with force of arms. Thieves solve problems with stealth and cunning. If I want a magical solution to a problem, I want a spell caster. Casting spells should be the domain of those characters. Just like Swords and martial prowess should be the domain of the fighter or Martial character. Don't pass out what makes the spell caster special to every other class.
Goal 3 - Avoid Complex Embedded Rules. This is a case of a company not trusting it's customers to handle complex rules. I can't say anything else nice about this design goal.
Goal 4 - Exploration v Combat Spells. Part of the fun with a spell user is spell selection. Spell selection defines the caster. I think this shows an overall change towards a combat focused game as oppose to a problem solving game. Combat is just one way to solve a problem.
Broadly speaking, I think our ritual implementation achieves most of those goals, with the exception of the last. The notion of a monetary cost as a brake on excessive ritual use hasn't worked as well as we would like.
I'm forced to agree with this. The stated goals of the ritual system were met. All combat or complicated spells were removed from the spell list. The remaining spells were handed out to anyone who wanted to spend a single feat.
There is one more goal that we should have set for ourselves with the ritual system: Is it D&D? I think the answer could have been a resounding yes, but we fell a little short on three counts: names, effects, and class identity. I wish we'd tried harder to preserve iconic names such as contact other plane and plane shift. I'm a little sad that complex, idiosyncratic effects like clone didn't make the cut. I also think it wasn't a good thing for the world story to give clerics and wizards (and others) equal access to the ritual list.
So aside from spell names (failing to preserve the classic flavor of the game), spell effects (dropping any spell that was complicated), and preserving class identity (Fighter's casting Raise Dead), the ritual system was a resounding success. That's a pretty brutal self-assessment.