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*Pathfinder & Starfinder
RITUALS will be officially modified :)
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<blockquote data-quote="fuzzlewump" data-source="post: 5376771" data-attributes="member: 63214"><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="fuzzlewump, post: 5376771, member: 63214"] 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. [/QUOTE]
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Community
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*Pathfinder & Starfinder
RITUALS will be officially modified :)
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