I'm A Banana
Potassium-Rich
If fighters and rogues can get "martial practices," they can mimic many of the underwhelming abilities of rituals, anyway.
Like creating an item from the GP you would buy it with! It's a grand alchemy that, instead of transmuting lead into gold, transmutes gold into largely useless adventuring equipment.
The problem with that is one of the bigger problems with rituals in general, in that 90% of them are really not very effective as-written.
I do, though, think there's something to the idea that the effects of rituals shouldn't be reserved just for magic characters.
Let's take raise dead. Should a non-divine character ever be able to use it?
Well, maybe not raise dead specifically. But maybe an effect that we'll call Miraculous Recovery, which they can do with the Endurance skill, on themselves, if they "die" in combat. Or an effect called Field Surgery that allows them to use the Heal skill in a similar way.
See, restoring life to the recently-unconscious shouldn't be just-a-cleric-thing, even if raise dead is just a cleric thing.
Similarly, scrying might be just-a-wizard-thing, but there should be no reason a rogue can't use Spying to find out pretty much the same thing that a wizard using Scrying could find out, with perhaps slightly different mechanics, and almost certainly using the Perception or Stealth skill instead of Arcana.
Lets not even charge a feat to access this part of the rules. Lets just assume that people automatically get rituals based on the skills they have trained. Maybe every few levels, they get to choose from a list.
So your Fighter might get Marathon Run for Athletics (not as fast as a teleport, but just as safe!), Miraculous Recovery for Endurance (a personal raise dead!), and Peircing Gaze for Perception (it's a lot like true seeing!).
The difference would be in the means and method, but the in-game effect would largely be the same, everyone can do it, and we don't have the problem of "needing" any one class, skill, role, or power source to accomplish the mechanical result of getting Jack's character back in the game, or seeing through the gnome's illusions, or getting to the other end of the Great Continent without having to roll for random encounters every night.
Like creating an item from the GP you would buy it with! It's a grand alchemy that, instead of transmuting lead into gold, transmutes gold into largely useless adventuring equipment.
The problem with that is one of the bigger problems with rituals in general, in that 90% of them are really not very effective as-written.
I do, though, think there's something to the idea that the effects of rituals shouldn't be reserved just for magic characters.
Let's take raise dead. Should a non-divine character ever be able to use it?
Well, maybe not raise dead specifically. But maybe an effect that we'll call Miraculous Recovery, which they can do with the Endurance skill, on themselves, if they "die" in combat. Or an effect called Field Surgery that allows them to use the Heal skill in a similar way.
See, restoring life to the recently-unconscious shouldn't be just-a-cleric-thing, even if raise dead is just a cleric thing.
Similarly, scrying might be just-a-wizard-thing, but there should be no reason a rogue can't use Spying to find out pretty much the same thing that a wizard using Scrying could find out, with perhaps slightly different mechanics, and almost certainly using the Perception or Stealth skill instead of Arcana.
Lets not even charge a feat to access this part of the rules. Lets just assume that people automatically get rituals based on the skills they have trained. Maybe every few levels, they get to choose from a list.
So your Fighter might get Marathon Run for Athletics (not as fast as a teleport, but just as safe!), Miraculous Recovery for Endurance (a personal raise dead!), and Peircing Gaze for Perception (it's a lot like true seeing!).
The difference would be in the means and method, but the in-game effect would largely be the same, everyone can do it, and we don't have the problem of "needing" any one class, skill, role, or power source to accomplish the mechanical result of getting Jack's character back in the game, or seeing through the gnome's illusions, or getting to the other end of the Great Continent without having to roll for random encounters every night.