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Rituals
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 5880587" data-attributes="member: 1165"><p>Alas, I have little experience with them. I think rituals are more important in an urban campaign where PCs have more time to play with them.</p><p></p><p>I wonder about the skill DCs of non-ritualists interacting with rituals. For instance, the DC for detecting a ritual with Arcana is with the old skill math in the PH1, and this hasn't been errata'd. The Perception DC to notice the Alarm ritual is also too high. In a recent encounter, I used the new rules. However, the villain has 4 levels over the PCs, so they couldn't make their skill checks anyway <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> This was a clue that the villain was not a pushover, although the clue didn't work; the PCs backed off and used a better plan because an equal-leveled encounter spanked them (warned by the Alarm ritual, of course).</p><p></p><p>IMO, you should use the new skill DC rules.</p><p></p><p>I find a lot of the (unfortunately non-core) rituals make good minion traps, as in one-shot traps. Wyvern Watch and Glyph of Warding can go off, immobilizing or damaging PCs. I don't like to use these to "guard doors" unless there's an encounter to go with that. A PC being immobilized in the midst of a raging battle is likely to be very worried, and perhaps a little respectful of the ritualist. (Also murderous.)</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 5880587, member: 1165"] Alas, I have little experience with them. I think rituals are more important in an urban campaign where PCs have more time to play with them. I wonder about the skill DCs of non-ritualists interacting with rituals. For instance, the DC for detecting a ritual with Arcana is with the old skill math in the PH1, and this hasn't been errata'd. The Perception DC to notice the Alarm ritual is also too high. In a recent encounter, I used the new rules. However, the villain has 4 levels over the PCs, so they couldn't make their skill checks anyway :) This was a clue that the villain was not a pushover, although the clue didn't work; the PCs backed off and used a better plan because an equal-leveled encounter spanked them (warned by the Alarm ritual, of course). IMO, you should use the new skill DC rules. I find a lot of the (unfortunately non-core) rituals make good minion traps, as in one-shot traps. Wyvern Watch and Glyph of Warding can go off, immobilizing or damaging PCs. I don't like to use these to "guard doors" unless there's an encounter to go with that. A PC being immobilized in the midst of a raging battle is likely to be very worried, and perhaps a little respectful of the ritualist. (Also murderous.) [/QUOTE]
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