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General Tabletop Discussion
*Dungeons & Dragons
Spells versus Rituals
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<blockquote data-quote="Willie the Duck" data-source="post: 9386695" data-attributes="member: 6799660"><p>One thing I would like out of a ritual system is to <strong><em><u><span style="color: rgb(251, 160, 38)"><strong>actually</strong></span></u></em></strong> make cleric and wizard nonessential party members. There are a number of spells that are relatively required in (many forms of) certain levels of play -- l<em>esser/greater restoration, remove curse, raise dead/resurrection, plane shift/astral projection</em>, to a lesser extent <em>dispel magic, scry, divination</em>, and <em>teleport</em>. In theory you could cover all of those with a party with a druid, divine soul sorcerer, and lore bard (or other combination of people pitching in), however, realistically that wouldn't happen. I would love love love it if rituals/ritual casting/some other method could remove that issue.</p><p></p><p></p><p>Once we're messing with the system as much as this, the actual level cut-off doesn't matter, it would be specific spells that should go into the cast-from-slots paradigm and others into the ritual one. </p><p></p><p>one-minute combat spells seems like a waste (yes, you'd deserve the meteor swarm in that case, does the game benefit from people trying to set that up?). I'd rather there be 1 minute rituals for OOC effects that don't need to be in the slot system, 1-minute to 1-day rituals for things someone might want to do in a high-adrenaline location where disrupting/preventing disruption of said ritual would be an interesting game-session experience*, and days-to-months rituals for plot-level effects. </p><p><em><span style="font-size: 10px">*ex: "we can deconsecrate the temple to Cthulhu if we complete this 6-hour ritual. We 3 have to perform the ritual, you 3 have to intercept cultists trying to stop us"</span></em></p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9386695, member: 6799660"] One thing I would like out of a ritual system is to [B][I][U][COLOR=rgb(251, 160, 38)][B]actually[/B][/COLOR][/U][/I][/B] make cleric and wizard nonessential party members. There are a number of spells that are relatively required in (many forms of) certain levels of play -- l[I]esser/greater restoration, remove curse, raise dead/resurrection, plane shift/astral projection[/I], to a lesser extent [I]dispel magic, scry, divination[/I], and [I]teleport[/I]. In theory you could cover all of those with a party with a druid, divine soul sorcerer, and lore bard (or other combination of people pitching in), however, realistically that wouldn't happen. I would love love love[B] [/B]it if rituals/ritual casting/some other method could remove that issue. Once we're messing with the system as much as this, the actual level cut-off doesn't matter, it would be specific spells that should go into the cast-from-slots paradigm and others into the ritual one. one-minute combat spells seems like a waste (yes, you'd deserve the meteor swarm in that case, does the game benefit from people trying to set that up?). I'd rather there be 1 minute rituals for OOC effects that don't need to be in the slot system, 1-minute to 1-day rituals for things someone might want to do in a high-adrenaline location where disrupting/preventing disruption of said ritual would be an interesting game-session experience*, and days-to-months rituals for plot-level effects. [I][SIZE=2]*ex: "we can deconsecrate the temple to Cthulhu if we complete this 6-hour ritual. We 3 have to perform the ritual, you 3 have to intercept cultists trying to stop us"[/SIZE][/I] [/QUOTE]
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