reciprocity
First Post
One interesting way of keeping the ease of the "category" components while adding some flavor might be to invent components which would boost the skill check made when the ritual is cast.djdaidouji said:I can see your points, though I'm still not crazy about it. Sure, there are hundreds of kinds of sand, herbs, salves, so forth, but in practice, there are four components and a wild card. When I make my game, I want player's inventories to say "Prince Ran's Warmace" or "Egyrian Health Potion," rather then "+1 Stick" and "10HP Pot." When I reveal that there there is a leather bag at the bottom of the pit with a number of vials of colourful dust, I don't want my players to list "Arc Ritual x200gp"
But I digress. No amount of argument is going to change this. I'll just have to sit and brainstorm a way to make it work for me. The rest of 4e is worth it.
That way if they want to just use "300gp of herbs" that's fine, but if they recall that they found that vial of Crimsonweed they get +3 on the Heal check when used in a Cure Disease ritual. That way you can still have exciting stuff at the bottom of your treasure chests.