bardolph
First Post
I was only speaking from my experience. As much as I like GURPS in theory, the level of effort to get a GURPS campaign off the ground is MUCH higher than D&D.Nonsense. I'll admit that there is a fair learning curve to come up to speed (a statement also true wrt D&D) but once I was up to speed I could go from character concept to fully statted out character in about 5-20 minutes depending on concept.
Fair, 3 feats (ritual casting, skill training and skill focus) and then buy a bunch of rituals for your ritual book. Better off to just have had that system incorporated with the power system, imho.
Also thematically you are saying a dumb barbarians or any other thematically "not the sharpest tool in the shed" can go out and do rituals that have very powerful effects without a hitch. That doesn't seem right too!
Sure it makes sense. Rituals can have a very important "plot impact," and allowing a party access to rituals without requiring them to roll up a wizard only increases diversity between playing groups. Also, I would argue that skill training is optional depending on which rituals are important, and skill focus, while nice, is only gravy -- not mandatory.
All you did was use a feat (for skill focus) in order to make up for a low ability score. If anything this is another example of why I think that 4e isn't really siloed very well... you can still lower your combat effectiveness to be better at non-combat abilities. I mean that's three feats to be able to use rituals (forget the fact that at this point you don't actually have any rituals to cast) that could have been spent on the numerous feats that do enhance a character in combat... I just don't get how this is a siloed system.
One can argue that "good" silo design is the same as "strict" silo design, but I think the flexibility of the feats silo actually enhances the game, because it does allow some degree of cross-pollination without getting out of hand.