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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Shouldn't most Rituals be free?
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<blockquote data-quote="DracoSuave" data-source="post: 5448254" data-attributes="member: 71571"><p>One reason is that rituals can be controlled.</p><p></p><p>If you require the players to have the appropriate components, you can reduce the reliance on rituals to solve all their problems simply by making ritual components have a limited supply. You can even break it up by skill.</p><p></p><p>So... the components for Heal rituals are fairly common, but the ones for Arcane rituals are rarer. They might only be able to procure 500 gold at a time in their current area. Later, as they travel through the wilderness away from the city, access to Arcana ritual components grow scarcer, but Nature components are in abundance (making travel easier).</p><p></p><p>As well, players have to make decisions about what to take with them into the dungeon. Components not named residuum are not interchangable, and residuum is only available through the use of the Disenchant ritual, which itself requires Arcana components. That means if you want to be able to Disenchant on the fly, you have to make sure you have the components necessary to do so.</p><p></p><p>As well, it creates a tension: A character tends to specialize in a skill's rituals, do to the flexibility of carrying one spell component. Many people complain about how Ritual Caster carries no flavor, however the system when used properly has something in place. The caster who desires flexibility in what they can cast will be more likely to focus on rituals in one skill... and keep components within that skill that can be used in a broad selection of rituals, rather than rituals from many skills, but only having enough rituals to cover one casting each that they may never need.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 5448254, member: 71571"] One reason is that rituals can be controlled. If you require the players to have the appropriate components, you can reduce the reliance on rituals to solve all their problems simply by making ritual components have a limited supply. You can even break it up by skill. So... the components for Heal rituals are fairly common, but the ones for Arcane rituals are rarer. They might only be able to procure 500 gold at a time in their current area. Later, as they travel through the wilderness away from the city, access to Arcana ritual components grow scarcer, but Nature components are in abundance (making travel easier). As well, players have to make decisions about what to take with them into the dungeon. Components not named residuum are not interchangable, and residuum is only available through the use of the Disenchant ritual, which itself requires Arcana components. That means if you want to be able to Disenchant on the fly, you have to make sure you have the components necessary to do so. As well, it creates a tension: A character tends to specialize in a skill's rituals, do to the flexibility of carrying one spell component. Many people complain about how Ritual Caster carries no flavor, however the system when used properly has something in place. The caster who desires flexibility in what they can cast will be more likely to focus on rituals in one skill... and keep components within that skill that can be used in a broad selection of rituals, rather than rituals from many skills, but only having enough rituals to cover one casting each that they may never need. [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Shouldn't most Rituals be free?
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