Jacob Lewis
Ye Olde GM
I mostly see a problem with math. People still believe that it exists to keep the game perfectly balanced, but won't comprehend how a d20 undermines everything, including math.
I mean, it's called "The d20 System."I mostly see a problem with math. People still believe that it exists to keep the game perfectly balanced, but won't comprehend how a d20 undermines everything, including math.
I mean, it's called "The d20 System."
There's a clue in the name.
I think a whole lot of people doth protest too much. But then, if we didn't, these boards would probably be very boring.Posting here so as to not threadcrap...
The premise is flawed from the start. Nobody at my table wants to decrease the amount of magic in the game. And I've never seen a game get broken by a Goodberry spell (seriously!?), or a Tiny Hut, or a Magnificent Mansion. The ability to fly has never broken a game I've played in or DM'd, nor has teleport or misty step. Sometimes I feel like I'm playing a completely different game.
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In 4e I went well out of my way to secure an Exodus Knife. The DM even encouraged it, when I mentioned it. It's basically a free once a day Rope Trick. I already had the ritual anyway, so no big deal. He then proceeded to make it not work pretty much anywhere that we went, where it would be useful. Seems he was worried that getting a relatively safe Long Rest might upset his carefully balanced encounters. If I were him, I'd have been far more worried about what I could do with the bag-load of other Rituals that I'd built up. It's what pushed me to multiclass. You want broken rituals? Look at the 4e Bard listAs a player, I've used Tiny Hut a bunch, and it is very powerful and does occasionally break the mechanics of some narrowly planned combat encounters, but I've never seen it break a game or heard of it doing so. I suspect the way some DMs and players define "breaking the game" ultimately reduces down to "anything that gives one player's actions an asymmetric amount of the limelight." I understand the worry, but in friendly games--the only ones I will ever play--no one is concerned with limelight, so it hasn't been a problem for us. People who have a more competitive temperament, though, easily could have complaints about these spells.
Where I still see actual game-breaking trouble in the mechanics is healing. There's just too much of it and it's too easy.
I really liked Rituals in 4E. It was a great way to make stuff work for levels where players should not have access to the level of power required to do a thing reliably.In 4e I went well out of my way to secure an Exodus Knife. The DM even encouraged it, when I mentioned it. It's basically a free once a day Rope Trick. I already had the ritual anyway, so no big deal. He then proceeded to make it not work pretty much anywhere that we went, where it would be useful. Seems he was worried that getting a relatively safe Long Rest might upset his carefully balanced encounters. If I were him, I'd have been far more worried about what I could do with the bag-load of other Rituals that I'd built up. It's what pushed me to multiclass. You want broken rituals? Look at the 4e Bard list![]()
I used them largely to short circuit Skill Challenges. We all need to climb this cliff face, even the non physical characters? Let me provide an elevator for that. It was a great idea, especially as non magic using characters could technically learn ritual magic, if they had the prerequisites. A ranger who could do a Mount ritual, for example.I really liked Rituals in 4E. It was a great way to make stuff work for levels where players should not have access to the level of power required to do a thing reliably.