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General Tabletop Discussion
*TTRPGs General
Rituals take too long and creative casting is dead
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<blockquote data-quote="ironvyper" data-source="post: 4259972" data-attributes="member: 59739"><p>None of those are new tools. All of those skills existed before and all of their uses were possible before. I find this love of the skill challenge system frankly absurd. Its something that most DM's were basically doing as far back as secondary skills in 2e, all they did is copy and paste some of the advice from the World of darkness books on how to work skill tests and change the name marginally to skill challenge. Other then that though i agree. </p><p></p><p> When it comes to rituals for the most part i like the idea. Some of them should have been available as encounter or daily powers instead, silence especially comes to mind in this regard, and the cost seems a little too high but we cant really know that without knowing the implied wealth. </p><p></p><p> This is something easy to house rule if it bothers you though. Just take whatever ritual you think should not be one and make it a normal power. </p><p></p><p> Think 10 minutes is too long? I disagree, but just make it 5 minutes, or 2 minutes, whatever. As long as it cant be used in combat it serves its purpose as a ritual. However think of a ritual this way, the wizard has to draw a large magic circle to stand in, with runes every foot or so along the edge which must be drawn perfectly the first time. So if he messes up he has to start them over. Then he has to burn his sacred such and such till the smoke fills the circle. Meanwhile he's running over mental exercises and meditations preparing to channel this specific focused energy. And all of this has to be finished before he even begins all the chanting and hand waving. </p><p>If you look at it that way then 10 minutes might be far too short of a time for a ritual. So like most things in the game it can be explained so as to be perfectly reasonable if you use the right bit of fluff.</p></blockquote><p></p>
[QUOTE="ironvyper, post: 4259972, member: 59739"] None of those are new tools. All of those skills existed before and all of their uses were possible before. I find this love of the skill challenge system frankly absurd. Its something that most DM's were basically doing as far back as secondary skills in 2e, all they did is copy and paste some of the advice from the World of darkness books on how to work skill tests and change the name marginally to skill challenge. Other then that though i agree. When it comes to rituals for the most part i like the idea. Some of them should have been available as encounter or daily powers instead, silence especially comes to mind in this regard, and the cost seems a little too high but we cant really know that without knowing the implied wealth. This is something easy to house rule if it bothers you though. Just take whatever ritual you think should not be one and make it a normal power. Think 10 minutes is too long? I disagree, but just make it 5 minutes, or 2 minutes, whatever. As long as it cant be used in combat it serves its purpose as a ritual. However think of a ritual this way, the wizard has to draw a large magic circle to stand in, with runes every foot or so along the edge which must be drawn perfectly the first time. So if he messes up he has to start them over. Then he has to burn his sacred such and such till the smoke fills the circle. Meanwhile he's running over mental exercises and meditations preparing to channel this specific focused energy. And all of this has to be finished before he even begins all the chanting and hand waving. If you look at it that way then 10 minutes might be far too short of a time for a ritual. So like most things in the game it can be explained so as to be perfectly reasonable if you use the right bit of fluff. [/QUOTE]
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Rituals take too long and creative casting is dead
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