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Rituals Designs
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<blockquote data-quote="Nemesis Destiny" data-source="post: 5750384" data-attributes="member: 98255"><p>I agree - to a point.</p><p></p><p>I deal with it in my home campaign in two ways - first, I ditch the item economy. I use inherent bonuses, which means no more silly item treadmill. If I want to have players "grinding for better pants" as a friend of mine put it, I would play Diablo (which I also do - but that's another case entirely <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ).</p><p></p><p>Second, I still have players buy access to rituals, and I still have them maintain a "ritual kit" which costs as much as their highest-priced ritual does to cast. I should note that because I use inherent bonuses, I also give out a lot less cash.</p><p></p><p>Then, I devised a system whereby ritual use costs healing surges. Two surges for at-level rituals, and after so many levels, the cost goes down, until eventually they cost no surges at all. I set the intervals at -3 levels and-6 levels for heroic tier, -4 and -8 for paragon, and -5 and -10 for epic. Any ritual with a focus still requires one, and any additional healing surge cost listed in the ritual itself is on top of the normal cost. I have only playtested this in the heroic tier.</p><p></p><p>So far, my group seems to like it. Rituals get used, but not frivolously. I should also point out that they don't always know when their next extended rest is coming, as I don't automatically allow one at every daily rest, so they are extremely judicious with surge spending.</p><p></p><p>I also have recharging dailies cost surges. </p><p></p><p>Yeah, this is true, which is why I do not allow the players to decide when they get an extended rest. They can still take as many short ones as they like though.</p><p></p><p>This was a large part of the reason I wanted to decouple the two elements - they should not be competing for resources at all because rituals will lose every time.</p><p></p><p>As Ryujin has noted, this only works in some groups - others see this stuff as more progress toward their Next Big Plus. I believe that the item treadmill is the root of this problem.</p><p></p><p>I too have toyed with the idea of giving out Practised Study for free to all, martial classes, or at least the fighter. Nobody in my current group is playing one though, so I couldn't test that idea. I think it has merit though.</p></blockquote><p></p>
[QUOTE="Nemesis Destiny, post: 5750384, member: 98255"] I agree - to a point. I deal with it in my home campaign in two ways - first, I ditch the item economy. I use inherent bonuses, which means no more silly item treadmill. If I want to have players "grinding for better pants" as a friend of mine put it, I would play Diablo (which I also do - but that's another case entirely ;) ). Second, I still have players buy access to rituals, and I still have them maintain a "ritual kit" which costs as much as their highest-priced ritual does to cast. I should note that because I use inherent bonuses, I also give out a lot less cash. Then, I devised a system whereby ritual use costs healing surges. Two surges for at-level rituals, and after so many levels, the cost goes down, until eventually they cost no surges at all. I set the intervals at -3 levels and-6 levels for heroic tier, -4 and -8 for paragon, and -5 and -10 for epic. Any ritual with a focus still requires one, and any additional healing surge cost listed in the ritual itself is on top of the normal cost. I have only playtested this in the heroic tier. So far, my group seems to like it. Rituals get used, but not frivolously. I should also point out that they don't always know when their next extended rest is coming, as I don't automatically allow one at every daily rest, so they are extremely judicious with surge spending. I also have recharging dailies cost surges. Yeah, this is true, which is why I do not allow the players to decide when they get an extended rest. They can still take as many short ones as they like though. This was a large part of the reason I wanted to decouple the two elements - they should not be competing for resources at all because rituals will lose every time. As Ryujin has noted, this only works in some groups - others see this stuff as more progress toward their Next Big Plus. I believe that the item treadmill is the root of this problem. I too have toyed with the idea of giving out Practised Study for free to all, martial classes, or at least the fighter. Nobody in my current group is playing one though, so I couldn't test that idea. I think it has merit though. [/QUOTE]
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