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General Tabletop Discussion
*Pathfinder & Starfinder
So why can ANYONE use rituals?
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<blockquote data-quote="Victoly" data-source="post: 4261547" data-attributes="member: 35127"><p>You know what <em>else</em> I <em>totally</em> hate? How come classes without any skill with magic whatsoever get to use <em>magic</em> items? I mean, gawd, my wizard didn't spend those years at the magic academy just so that some brutish thug of a fighter could use a <em>magic</em> weapon!</p><p></p><p>/sarcasm</p><p></p><p>Ahem.</p><p></p><p>Now that we've got the RP/flavour issue out of the way, I think the main goal of the ritual system was to give the party access to certain essential tools regardless of which classes are being played. With the ritual system a party of a fighter, warlord, ranger, and rogue could choose to invest a few feats and have the ability to create magic items or raise the dead. While these abilities <em>have</em> traditionally been associated with wizards and clerics respectively, from a mechanics point of view it has always amounted to "managerial stuff that the party does between encounters that isn't roleplaying" (at least in my games). My players would collaborate on deciding which magic items to craft - it didn't <em>really</em> matter who had the feat when you looked at the bigger picture of the party as a whole. Also, there's no reason to deny some of the abilities granted by rituals to just about anyone. Why should clerics be the <em>only</em> ones able to heal ability damage, for example?</p><p></p><p>I can see where Lizard is coming from here, but I think that the ritual system should free up players a bit more into playing the class they want to play.</p><p></p><p>Besides, in my games it isn't really the mechanical differences that distinguish the members of the party - it's the personality and attitude of the character that does that. So the fighter can craft magic items. So what? What counts about the experience is the motivation and attitudes of the characters. <em>That's</em> what really makes them stand out.</p></blockquote><p></p>
[QUOTE="Victoly, post: 4261547, member: 35127"] You know what [i]else[/i] I [i]totally[/i] hate? How come classes without any skill with magic whatsoever get to use [i]magic[/i] items? I mean, gawd, my wizard didn't spend those years at the magic academy just so that some brutish thug of a fighter could use a [i]magic[/i] weapon! /sarcasm Ahem. Now that we've got the RP/flavour issue out of the way, I think the main goal of the ritual system was to give the party access to certain essential tools regardless of which classes are being played. With the ritual system a party of a fighter, warlord, ranger, and rogue could choose to invest a few feats and have the ability to create magic items or raise the dead. While these abilities [i]have[/i] traditionally been associated with wizards and clerics respectively, from a mechanics point of view it has always amounted to "managerial stuff that the party does between encounters that isn't roleplaying" (at least in my games). My players would collaborate on deciding which magic items to craft - it didn't [i]really[/i] matter who had the feat when you looked at the bigger picture of the party as a whole. Also, there's no reason to deny some of the abilities granted by rituals to just about anyone. Why should clerics be the [i]only[/i] ones able to heal ability damage, for example? I can see where Lizard is coming from here, but I think that the ritual system should free up players a bit more into playing the class they want to play. Besides, in my games it isn't really the mechanical differences that distinguish the members of the party - it's the personality and attitude of the character that does that. So the fighter can craft magic items. So what? What counts about the experience is the motivation and attitudes of the characters. [i]That's[/i] what really makes them stand out. [/QUOTE]
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So why can ANYONE use rituals?
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