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Rituals
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<blockquote data-quote="TwinBahamut" data-source="post: 4249422" data-attributes="member: 32536"><p>I have quite a few thoughts on this one.</p><p></p><p>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.</p><p></p><p>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 <em>doctors</em>! 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.</p><p></p><p>3) Friends don't let friends perform Cure Disease rituals with a skill penalty. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> "Viruses die in acid, right? I just need to fill him up with this flask of acid, and he will be <em>cured</em>!"</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 4249422, member: 32536"] 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 [i]doctors[/i]! 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 [i]cured[/i]!" 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. [/QUOTE]
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