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Rituals Designs
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<blockquote data-quote="Crazy Jerome" data-source="post: 5752010" data-attributes="member: 54877"><p>Nice post! I need to spread XP.</p><p> </p><p>One of those other things, or maybe a comprehensive version of all that you list, I think might be that rituals should be able to do the stuff that might be of questionable game balance or outright broken, but you want to include them anyway for flavor and/or times when they aren't a problem. I think I've said this before, but rituals (and at least some categories of magic items) are two areas where they should not try that hard to balance. Making the core of the classes/skills/powers balanced gives them freedom to say that rituals and most items are not. Then put that back on the DM, who can watch that stuff, secure in the knowledge that the core character abilities are a balanced baseline. </p><p> </p><p>And if I'm correct, that is all the more reason to make sure that every character gets at least some access to rituals mechanically, at least as an option. Though one of the reasons to include items in that category is to not make it all or nothing. Then, to get across the continent in a hurry you need at least one of: an appropriate ritual, an item that does that, or a plot device (e.g. magical gate). </p><p> </p><p>I would like to see the costs of rituals changed, and much more varied. For example, things like "detect secret doors" should be time intensive but cost little in the gold value in material components and/or require only a one-time focus purchase. But the big guns might require the sacrificing of magic items (not magic item dust, and no change!). For some in between, I'd like to see ones linked to classes of magic items. For example, if you know the ritual and have a magical sword of at least +2 or greater, and spend the time, you can perform this thing that enhances your martial ability. But if someone takes the sword away, you can't do it.</p><p> </p><p>For that matter, I wouldn't mind seeing the goofy components introduced back into rituals, but kept rigorously out of the powers. Some of the cheaper ones can be flagged as such, and thus handwaved by groups that don't want to track lead dust and candle drippings.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5752010, member: 54877"] Nice post! I need to spread XP. One of those other things, or maybe a comprehensive version of all that you list, I think might be that rituals should be able to do the stuff that might be of questionable game balance or outright broken, but you want to include them anyway for flavor and/or times when they aren't a problem. I think I've said this before, but rituals (and at least some categories of magic items) are two areas where they should not try that hard to balance. Making the core of the classes/skills/powers balanced gives them freedom to say that rituals and most items are not. Then put that back on the DM, who can watch that stuff, secure in the knowledge that the core character abilities are a balanced baseline. And if I'm correct, that is all the more reason to make sure that every character gets at least some access to rituals mechanically, at least as an option. Though one of the reasons to include items in that category is to not make it all or nothing. Then, to get across the continent in a hurry you need at least one of: an appropriate ritual, an item that does that, or a plot device (e.g. magical gate). I would like to see the costs of rituals changed, and much more varied. For example, things like "detect secret doors" should be time intensive but cost little in the gold value in material components and/or require only a one-time focus purchase. But the big guns might require the sacrificing of magic items (not magic item dust, and no change!). For some in between, I'd like to see ones linked to classes of magic items. For example, if you know the ritual and have a magical sword of at least +2 or greater, and spend the time, you can perform this thing that enhances your martial ability. But if someone takes the sword away, you can't do it. For that matter, I wouldn't mind seeing the goofy components introduced back into rituals, but kept rigorously out of the powers. Some of the cheaper ones can be flagged as such, and thus handwaved by groups that don't want to track lead dust and candle drippings. [/QUOTE]
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