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General Tabletop Discussion
*Pathfinder & Starfinder
RITUALS will be officially modified :)
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<blockquote data-quote="LostSoul" data-source="post: 5376623" data-attributes="member: 386"><p>1. Rituals cost money.</p><p>2. You can buy whatever magic items you want.</p><p>3. Encounter building guidelines assume that you have a certain amount of magic items.</p><p>4. If the DM wants to create a good encounter, it can take a long time and requires a lot of thought. The game is about the encounter, so he had better!</p><p>5. Encounters are not supposed to block you from progressing towards the goal (there's a reason they didn't give Kalarel a timeline in Keep on the Shadowfell, or consequences for failing to stop him).</p><p>6. Encounters are not supposed to cause a TPK. Encounters that are too difficult for the party should be adjusted so they aren't.</p><p>7. Things that can unbalance an encounter have been removed from the game.</p><p></p><p>You're spending money (1) that you could spend on magic items (2), magic items the game assumes that you'll have (3), making you "punch below your weight"; that money you spend isn't going to avoid the encounter (4 & 5), nor is it going to allow you to overcome an encounter you couldn't normally have (6) or give you a really good benefit in the encounter (7).</p><p></p><p>1-3 and 4-7 seem to contradict each other. They do; that's why rituals don't work in the typical 4E game - a game where you get to show off how bad-ass you are by going through the DM's pre-planned encounters. Spending money on rituals means that you aren't as bad-ass as you should be.</p><p></p><p>Rituals as they are now can work if you put in unbalanced ("status quo") encounters, don't pre-plan outcomes or encounters, and don't allow (or cut back on) the ability of PCs to buy magic items. If you play like that, rituals are very good.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5376623, member: 386"] 1. Rituals cost money. 2. You can buy whatever magic items you want. 3. Encounter building guidelines assume that you have a certain amount of magic items. 4. If the DM wants to create a good encounter, it can take a long time and requires a lot of thought. The game is about the encounter, so he had better! 5. Encounters are not supposed to block you from progressing towards the goal (there's a reason they didn't give Kalarel a timeline in Keep on the Shadowfell, or consequences for failing to stop him). 6. Encounters are not supposed to cause a TPK. Encounters that are too difficult for the party should be adjusted so they aren't. 7. Things that can unbalance an encounter have been removed from the game. You're spending money (1) that you could spend on magic items (2), magic items the game assumes that you'll have (3), making you "punch below your weight"; that money you spend isn't going to avoid the encounter (4 & 5), nor is it going to allow you to overcome an encounter you couldn't normally have (6) or give you a really good benefit in the encounter (7). 1-3 and 4-7 seem to contradict each other. They do; that's why rituals don't work in the typical 4E game - a game where you get to show off how bad-ass you are by going through the DM's pre-planned encounters. Spending money on rituals means that you aren't as bad-ass as you should be. Rituals as they are now can work if you put in unbalanced ("status quo") encounters, don't pre-plan outcomes or encounters, and don't allow (or cut back on) the ability of PCs to buy magic items. If you play like that, rituals are very good. [/QUOTE]
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RITUALS will be officially modified :)
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