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General Tabletop Discussion
*Pathfinder & Starfinder
Simple House Rule for Ritual Casting - thoughts?
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<blockquote data-quote="Dragonblade" data-source="post: 5083097" data-attributes="member: 2804"><p>Good discussion!</p><p></p><p>Under the rule I proposed later, component costs are still in. My rules are completely separate from the RPG.net rules proposed in the original post.</p><p></p><p>Also if a ritual includes time needed to do something extra such as inscribe the circle in Magic Circle, that time is not included. My rule only allows a reduction in the casting time.</p><p></p><p>Essentially rituals that require over 10 minutes to cast or set up aren't likely to see much use in my system because they would still take too long to cast in combat. Conveniently, that also acts as a nice balancing mechanism because the most powerful rituals like Raise Dead and Magic Circle tend to have casting times of well over 10 minutes. 1 hour or more in many cases.</p><p></p><p>As a general rule of thumb, rituals with a 10 minute casting time or less are the ones you are likely to see used in combat.</p><p></p><p>A 10 minute ritual would take about 3 to 4 rounds to pull off if you roll well, perhaps even two rounds if someone is aiding and the caster has his skill bonus optimized. A 1 to 5 minute ritual could conceivably be cast in one round, but thats ok. Again the component cost is still there and I haven't seen any broken rituals with those casting times (with two possible exceptions below). Now some DMs might consider casting something like Water Walking, or Shadow Bridge in combat broken, but I don't, not considering one of your casters is likely trading off several rounds of damage dealing while they use the Ritual Casting action to get it off. Thats the sort of thing I want the party to be able to do in combat and thats why I came up with the rules I did.</p><p></p><p>The two rituals I have seen that a DM might want to keep an eye on is Rope Trick and Solace Bole, since both have 10 minute casting times. Solace Bole in particular could be broken since it essentially allows the whole party to teleport somewhere else to take an extended rest and then teleport back.</p></blockquote><p></p>
[QUOTE="Dragonblade, post: 5083097, member: 2804"] Good discussion! Under the rule I proposed later, component costs are still in. My rules are completely separate from the RPG.net rules proposed in the original post. Also if a ritual includes time needed to do something extra such as inscribe the circle in Magic Circle, that time is not included. My rule only allows a reduction in the casting time. Essentially rituals that require over 10 minutes to cast or set up aren't likely to see much use in my system because they would still take too long to cast in combat. Conveniently, that also acts as a nice balancing mechanism because the most powerful rituals like Raise Dead and Magic Circle tend to have casting times of well over 10 minutes. 1 hour or more in many cases. As a general rule of thumb, rituals with a 10 minute casting time or less are the ones you are likely to see used in combat. A 10 minute ritual would take about 3 to 4 rounds to pull off if you roll well, perhaps even two rounds if someone is aiding and the caster has his skill bonus optimized. A 1 to 5 minute ritual could conceivably be cast in one round, but thats ok. Again the component cost is still there and I haven't seen any broken rituals with those casting times (with two possible exceptions below). Now some DMs might consider casting something like Water Walking, or Shadow Bridge in combat broken, but I don't, not considering one of your casters is likely trading off several rounds of damage dealing while they use the Ritual Casting action to get it off. Thats the sort of thing I want the party to be able to do in combat and thats why I came up with the rules I did. The two rituals I have seen that a DM might want to keep an eye on is Rope Trick and Solace Bole, since both have 10 minute casting times. Solace Bole in particular could be broken since it essentially allows the whole party to teleport somewhere else to take an extended rest and then teleport back. [/QUOTE]
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Simple House Rule for Ritual Casting - thoughts?
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