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General Tabletop Discussion
*Pathfinder & Starfinder
RITUALS will be officially modified :)
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5377955" data-attributes="member: 82106"><p>See, for most rituals I always found the 'it takes too much time' thing to be an odd kind of complaint. Most "plot" rituals aren't cast in time critical situations and since the TABLE time is the same no matter what the longer casting times seem to mostly amount to "you can take an extended rest while this plot element plays out". </p><p></p><p>The more 'tactical' rituals don't generally take more than 10 minutes to cast. In a lot of situations this isn't an issue. When it is an issue I have to ask myself the question "is it really a good idea if the wizard can do X in a single turn?" I mean take Knock as the poster child example. At a cost of what, 10 gp once you hit basically 5th level it is almost free, by 7th level it is indistinguishable from free. If the wizard can just pop it off instantly then it seems like the main use for thievery (opening locks quicker than the 10 minutes now needed for Knock) goes out the window. I don't think this would be game breaking for this one example, but I'm not so sure when you extend it to all or most rituals (and there are a few that instant casting would make into very potent combat spells). I guess I'd want to hear about people's experience with that before I was going to go near it.</p><p></p><p>One way to actually handle it would be to do something like make a rare consumable that let you store a ritual effect. Of course then the question would be why wouldn't people just horde THAT. I just keep running all the options around in my head and I keep coming back to the way they DID design rituals has some pretty solid game design logic behind it.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5377955, member: 82106"] See, for most rituals I always found the 'it takes too much time' thing to be an odd kind of complaint. Most "plot" rituals aren't cast in time critical situations and since the TABLE time is the same no matter what the longer casting times seem to mostly amount to "you can take an extended rest while this plot element plays out". The more 'tactical' rituals don't generally take more than 10 minutes to cast. In a lot of situations this isn't an issue. When it is an issue I have to ask myself the question "is it really a good idea if the wizard can do X in a single turn?" I mean take Knock as the poster child example. At a cost of what, 10 gp once you hit basically 5th level it is almost free, by 7th level it is indistinguishable from free. If the wizard can just pop it off instantly then it seems like the main use for thievery (opening locks quicker than the 10 minutes now needed for Knock) goes out the window. I don't think this would be game breaking for this one example, but I'm not so sure when you extend it to all or most rituals (and there are a few that instant casting would make into very potent combat spells). I guess I'd want to hear about people's experience with that before I was going to go near it. One way to actually handle it would be to do something like make a rare consumable that let you store a ritual effect. Of course then the question would be why wouldn't people just horde THAT. I just keep running all the options around in my head and I keep coming back to the way they DID design rituals has some pretty solid game design logic behind it. [/QUOTE]
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