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General Tabletop Discussion
*Pathfinder & Starfinder
Simple House Rule for Ritual Casting - thoughts?
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<blockquote data-quote="eriktheguy" data-source="post: 5085351" data-attributes="member: 83662"><p>Not to stomp all over what is already proposed, but this is my suggestion for a simple variant that incorporates most of what is being said here.</p><p></p><p>---</p><p></p><p><strong>Memorize a ritual</strong>: You can memorize any ritual by casting it. Do not roll skill checks for the ritual at this time. You have two slots with which to memorize rituals at 1st level, three slots at 11th, and 4 at 21st. Used slots are refreshed after an extended rest. You may choose to keep a an unused memorized ritual rather than refreshing a slot.</p><p></p><p><strong>Cast a memorized ritual</strong>: You can begin recalling a memorized ritual as a standard action. You may only be recalling one ritual at a time. You may sustain a ritual you are recalling as a minor action, or sustain the ritual and gain one charge as a standard action. You may cast the ritual as a free action by expending a charge for every full 10 minutes of the ritual's preparation time. The ritual becomes expended from the its slot when you cast it. Roll any required skill checks at this time. If you are stunned, or unconscious, or you do not sustain a ritual on a given turn, you lose all charges. Rituals which require special preparation (eg. a circle of silver dust on the ground, special symbols drawn on a subject) are still subject to those requirements. The dungeon master has the final word on which rituals may be used in combat.</p><p></p><p><strong>Edit: Optional:</strong> If you refresh a ritual slot during a full rest, you create an amount of residuum equal to the component cost of the ritual originally cast.</p><p></p><p><strong>Edit</strong>: Now requires 1 charge for every 10 FULL minutes of casting time, so 5 minute spells require 0 charges, 15 minutes requires 1.</p><p></p><p>---</p><p></p><p>As far as I can tell the wording is concise, resistant to abuse, robust to most of the suggestions in this forum. Also simple.</p><p>Component costs are still required and level requirements are still imposed (the ritual must be usable by the player).</p><p>The players won't abuse this to make just to cast rituals fast, since the entire ritual must still be cast to memorize it. They could however memorize a ritual somewhere safe, then cast it somewhere dangerous (eg. Knock, while sneaking around an enemy castle). I would encourage that.</p><p>The number per day makes sense (two per day is plenty for most parties, 1 per day per level is too much to bother tracking IMO).</p><p>Casting time is 1 round per ten minutes in the ritual, plus one additional round to start the casting. A ten minute ritual takes two rounds to cast, seems balanced. Two rounds is a lot actually. A 1 hour ritual takes 7 rounds to cast (essentially an entire combat).</p><p>Players can use action points to speed things up.</p><p>This rule is also concise about what happens during the rounds that the player is casting, what happens when they want to attack part way through (they sustain minor and don't get a charge), what happens when they get stunned etc. Also, failing to cast the ritual doesn't waste resources, only time.</p><p>Players could still use this rule to create magic items etc during combat, but it seems like a waste of time to me. If they can actually find a way to make it work, then what the hell.</p><p></p><p>I suggested this because I liked the ideas in this thread but I wanted to see a user friendly concise rule to describe it.</p></blockquote><p></p>
[QUOTE="eriktheguy, post: 5085351, member: 83662"] Not to stomp all over what is already proposed, but this is my suggestion for a simple variant that incorporates most of what is being said here. --- [B]Memorize a ritual[/B]: You can memorize any ritual by casting it. Do not roll skill checks for the ritual at this time. You have two slots with which to memorize rituals at 1st level, three slots at 11th, and 4 at 21st. Used slots are refreshed after an extended rest. You may choose to keep a an unused memorized ritual rather than refreshing a slot. [B]Cast a memorized ritual[/B]: You can begin recalling a memorized ritual as a standard action. You may only be recalling one ritual at a time. You may sustain a ritual you are recalling as a minor action, or sustain the ritual and gain one charge as a standard action. You may cast the ritual as a free action by expending a charge for every full 10 minutes of the ritual's preparation time. The ritual becomes expended from the its slot when you cast it. Roll any required skill checks at this time. If you are stunned, or unconscious, or you do not sustain a ritual on a given turn, you lose all charges. Rituals which require special preparation (eg. a circle of silver dust on the ground, special symbols drawn on a subject) are still subject to those requirements. The dungeon master has the final word on which rituals may be used in combat. [B]Edit: Optional:[/B] If you refresh a ritual slot during a full rest, you create an amount of residuum equal to the component cost of the ritual originally cast. [B]Edit[/B]: Now requires 1 charge for every 10 FULL minutes of casting time, so 5 minute spells require 0 charges, 15 minutes requires 1. --- As far as I can tell the wording is concise, resistant to abuse, robust to most of the suggestions in this forum. Also simple. Component costs are still required and level requirements are still imposed (the ritual must be usable by the player). The players won't abuse this to make just to cast rituals fast, since the entire ritual must still be cast to memorize it. They could however memorize a ritual somewhere safe, then cast it somewhere dangerous (eg. Knock, while sneaking around an enemy castle). I would encourage that. The number per day makes sense (two per day is plenty for most parties, 1 per day per level is too much to bother tracking IMO). Casting time is 1 round per ten minutes in the ritual, plus one additional round to start the casting. A ten minute ritual takes two rounds to cast, seems balanced. Two rounds is a lot actually. A 1 hour ritual takes 7 rounds to cast (essentially an entire combat). Players can use action points to speed things up. This rule is also concise about what happens during the rounds that the player is casting, what happens when they want to attack part way through (they sustain minor and don't get a charge), what happens when they get stunned etc. Also, failing to cast the ritual doesn't waste resources, only time. Players could still use this rule to create magic items etc during combat, but it seems like a waste of time to me. If they can actually find a way to make it work, then what the hell. I suggested this because I liked the ideas in this thread but I wanted to see a user friendly concise rule to describe it. [/QUOTE]
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Simple House Rule for Ritual Casting - thoughts?
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