TwinBahamut
First Post
I have quite a few thoughts on this one.
1) Finally, categories of magic effects that make sense and have reasonable names. No more transmutation, abjuration, and conjuration! I was really afraid that they might keep those terms for rituals, even though they were removed from spells.
2) I like the different components and skill requirements, for many different reasons. It promotes having multiple ritual specialists in the team, it is a great way to handle material components, and it is thematically cool. For the first time ever the game actually makes it plausible to have real doctors! If healing rituals just require Heal checks and magical healing salves, then you don't need to describe every guy patching the PCs up as a priest. I can see why Mr. Hellcow thinks rituals are a good fit for Eberron.
3) Friends don't let friends perform Cure Disease rituals with a skill penalty. "Viruses die in acid, right? I just need to fill him up with this flask of acid, and he will be cured!"
4) I knew it! It is just Magic Circle now! I wonder if this is just a generic Magic Circle against everything, or if there are guidelines for determining the kinds of things you can set the circle to protect against (or contain).
5) Honestly, I don't really like the look of the Raise Dead ritual. Mr. Hellcow mentioned that they were changing the raise dead limitation to "you must have a destiny to be revived", and I really supported that change. Now though, it is just the terrible old 3E limitation with a "the DM can screw you over whenever he feels like it" caveat. I don't really like that "fix" very much.
Overall, rituals are just as good as I imagined them to be, with the only problems being in the details of particular rituals. Not bad at all.
1) Finally, categories of magic effects that make sense and have reasonable names. No more transmutation, abjuration, and conjuration! I was really afraid that they might keep those terms for rituals, even though they were removed from spells.
2) I like the different components and skill requirements, for many different reasons. It promotes having multiple ritual specialists in the team, it is a great way to handle material components, and it is thematically cool. For the first time ever the game actually makes it plausible to have real doctors! If healing rituals just require Heal checks and magical healing salves, then you don't need to describe every guy patching the PCs up as a priest. I can see why Mr. Hellcow thinks rituals are a good fit for Eberron.
3) Friends don't let friends perform Cure Disease rituals with a skill penalty. "Viruses die in acid, right? I just need to fill him up with this flask of acid, and he will be cured!"
4) I knew it! It is just Magic Circle now! I wonder if this is just a generic Magic Circle against everything, or if there are guidelines for determining the kinds of things you can set the circle to protect against (or contain).
5) Honestly, I don't really like the look of the Raise Dead ritual. Mr. Hellcow mentioned that they were changing the raise dead limitation to "you must have a destiny to be revived", and I really supported that change. Now though, it is just the terrible old 3E limitation with a "the DM can screw you over whenever he feels like it" caveat. I don't really like that "fix" very much.
Overall, rituals are just as good as I imagined them to be, with the only problems being in the details of particular rituals. Not bad at all.