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RITUALS will be officially modified :)

This. Even if the material cost is small, the psychological difference between free and any price at all is enormous. Players don't want to spend their gold on single-shot effects even if they have a mountain of it, because they could use it to buy permanent magic items or they might need it in the future. Hoarding is such an instinctive behavior that I've become utterly convinced that applying a permanent cost to any game effect is dooming it to only be used as an absolute last measure of desperation. If that's designer intent, then fine, but if it's meant to be a regular feature of play, then it needs some kind of renewable pool to power it. Either players need to be able to cast some number of rituals for free periodically, or rituals that don't create permanent benefits (e.g. not Enchant Item and Raise Dead) need to be fueled by healing surges instead of gold.

In my own experience, the only rituals I've seen used in play are:

(a) Remove Disease/Affliction, etc ... not entirely sure of the exact name, but basically we needed to get allies back from having been turned to stone by a medusa.

(b) Raise Dead. Similarly, an ally died, and had to be brought back

(c) Enchant/Transfer/Disenchant ... heck, we didn't even bother brewing potions, but the magic item stuff was ok.

Other than that, it was the Invoker's "once per day for free" ritual to help us decide how to navigate the pyramid (basically, which way do we go first), and the bard's "once per day for free" rituals to speed up our movement etc.

Our party did have one instance where we paid for a divination ritual (we were trying to find out who killed an adventuring party, so we brought some heads to get gravesight cast on them). Of course, we didn't even cast the ritual ourselves because we didn't have the ritual, or the components. Luckily we were in a town where we could get both, and thus, just have someone else cast it for us as well.

In general, only a few were worth spending money on, otherwise we only used them because we were able to use them for free.

And, one thing to remember ... it isn't just a matter of cost and time to use them in the first place. There is the initial cost of getting the ritual (which requires that, not only do you pay to add it, but you have the forsight of buying it in town, or taking it when you get free rituals at certain levels).

On top of that, you need to be carrying around a certain ammount of material components. Assuming you don't have access to a town, you need to make sure you've converted some of the money into material components before you left, at least enough to create more via disenchantment.

So you need to be in a situation where:

(a) A ritual will be helpful enough where the resources expended will be worth it

(b) You happen to already know this ritual, or have access to someone that can sell/teach it to you

(c) You happen to have the material components on hand, or at least the means to get some

(d) You happen to have enough time to use the ritual

If the plot has to go out of it's way to make rituals useful (as in the case of the investigation), it seems like they are a bit lacking. Heck, consider most of the rituals involving planar transport. They seem to basically be the equivalent of having to pay to stay at the inn, or paying for a lightning rail ride across Khorvaire, etc.

The Essential classes were given various powers that simulate free rituals. The warlock can locate objects or map out nearby areas. The cleric can cure diseases and resurrect people, etc. From my experience with the invoker and bard ... given a free ritual 1/day, people are more likely to find ways to use it. If you have to pay, they'll only use it if they absolutely have to, at which point they won't realy use it creatively.

EDIT:

One more thing ... consider how many PCs will cling to their daily powers unless they feel at risk of losing the encounter. And those resources renew each day ... a non-renewable resource like money (you get more, but you don't "lose it" if you don't "use it" like action points and dailies) is going to be even harder to get them to part with.
 
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As I see it, the cost of rituals is largely immaterial, if a party would buy consumables other than just healing potions. Rituals are essentially consumables, that have more versatile use.

The non CON-based characters in my group have been very glad of the times I've cast Song of Sustenance, for example. That +5 to Endurance has saved a goodly number of healing surges, over time. Phantom Steed has saved time, in a time sensitive adventure. Transfer enchantment has turned a found weapon from something to be sold, to a much wanted and USABLE item. Glib Limerick has turned more than a few interaction encounters.
 

I'm in agreement with Abdul on this, there is a definite sense of perception vs. reality here. Rituals are used heavily by the wizard in my regular group, and if I was to hazard a guess it would be because:

1. I often include rituals in treasure.
2. I often provide reagents as part of treasure parcels (yes, <PC name>, you *can* make an Arcana or Thievery check to recover residuum from the portal you just de-activated).
3. I often have NPC's noting that they used such-and-such ritual when asked for help by the PC's.
4. I often make up new rituals when I need some kind of unique magical effect for the ongoing campaign (such as a teleportation ritual that causes the user to cross a plane of worms and expose their mind to the <redacted> that lives there).

If it's not obvious from this, I love rituals. I agree with why they were added to the game, and while I would concede that some of the less interesting ones are a bit on the expensive side, overall they've added a rich dimension to the games I run.
 

Now? Wasn't this debated exaustively on Wotc boards? After all those Wotc employees praising the "awesomess" of the new skill system?

...
Different set of designers

And one I personally disagree with..I despise Profession skills as I think they do more to hinder roleplyaing than actually help.

EDIT: Cost

Even factoring in the initial cost, rituals are cheap.

Seriously, I wonder how people would've played the wizard in 1e/2e where magic was even more restricted...I say again, 3.x spoiled people on magic.
 

I think one of the problems of rituals, other than the ones mentioned, was that they were few and had nearly no support

Compare with skill challenges, another new concept in D&D 4E.

Nearly every month in Dragon/Dungeon Magazines there is an article on them, explaining techiques, giving examples, etc.

Rituals got a big nothing. I remember one article or two. That's all. If rituals had more support by D&D Insider people would have "got" into them more, IMHO.
 

Different set of designers

And one I personally disagree with..I despise Profession skills as I think they do more to hinder roleplyaing than actually help.

EDIT: Cost

Even factoring in the initial cost, rituals are cheap.

Seriously, I wonder how people would've played the wizard in 1e/2e where magic was even more restricted...I say again, 3.x spoiled people on magic.
I could be wrong, but I doubt 'professions' as presented will be new skills. Maybe, like double maybe, they will be attached to existing skills, but I'd guess they function like background with alternate benefits.

I like rituals, but sometimes they don't make any sense at all. Like LostSoul brings up, if the adventure has no 'failure' possibility, what's the point of spending money using rituals to make sure you can sneak past the guards to stop Kalarel in time? In my Eberron murder mystery campaign, (which pretty much had just been the "Murder in Oakbridge" adventure from 3.X era Dungeon,) if the PC's failed at setting up a trap for the murderer, the murderer just skips town and they never see her again. Maybe in a few months time. But that real chance of failure will make rituals sound really good really fast.
 

I agree with wedgeski, giving away ritual components and rituals in treasure is a nice way to get the players more into using them. I frequently give them away and the party has run into residuum in treasures through various means now and then as well. I also fluff a good bit of whatever the bad guys do offstage or whatever random assistance the good guys give the party as some sort of mysterious ritual, so the players kind of expect ritual magic to be interesting, diverse and flexible.

Danzauker, yeah, there hasn't been a huge amount of attention paid to the subject by DDI. They did do a very nice article on item rituals there not too long ago which was cool, but like their presentation in PHB1 it is true it hasn't been a high visibility topic. I think DMs are also generally not too familiar with them. It is a new element for everyone and with lots of other new knobs and levers to pull in 4e they have just languished.
 

I liked the concept of item rituals a lot.

And including rituals and components in treasure helps not only make rituals used, it fleshes things out:

"As you scour the wizard's lab, you find two potions -- both clearly marked with the draconic rune for 'healing', a ritual book -- a quick leaf through shows at least a couple your spellcasters don't know yet -- and a large ammount of chemical reagents and weird things in jars. Must be about 200 gp-worth of Arcana ritual components."

"In the high priest's chamber you find a small pyramid of incense. The bright blue color and clover scent mark it as a special censer used in Religion rituals. This pyramid must be worth 300gp."
 

This is one of the books I'm actually looking forward to. I'm particularly excited about themes for non-Darksun campaigns.

It's nice that the book is all about 'options' which reminds me if something similar to 3e's Unearthed Arcana.
 

Into the Woods

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