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*Pathfinder & Starfinder
Thinking of a new way to do rituals
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<blockquote data-quote="Crowsion" data-source="post: 5803769" data-attributes="member: 100259"><p><strong>Using Rituals House-rules</strong></p><p></p><p>I am actually in the process of playtesting this mechanic below. So far the party has been casting short rituals and have managed to complete them during combat. So the combat casting mechanic hasn't been fully tested.</p><p></p><p><strong>Component Cost:</strong> All rituals no longer cost gold, with the exception of creation rituals. Whether or not a Ritual costs gold is always up to the DM.</p><p></p><p><strong>Market Price:</strong> The Ritual costs an amount of gold equal to a potion of its level.</p><p></p><p><strong>Time:</strong> Rituals take 1/10th their normal cast time (6 second in 1 round). Thus,</p><p> 1 minutes = 1 round</p><p> 5 minutes = 5 rounds</p><p> 10 minutes = 10 rounds</p><p> 30 minutes = 30 rounds (Short Rest)</p><p> 1 hour = 60 rounds (Milestone)</p><p> 3 hours = 180 rounds (Extended Rest)</p><p> 8 hours + = 480 rounds + (Extended Rest)</p><p></p><p>*The value in brackets is to keep powerful rituals balanced, and the PC must have reached it in order to cast the ritual. A PC being able to cast lengthy rituals between encounters can imbalance the game. If a PC casts a Ritual that has a milestone or rest requirement they must wait until the next milestone or rest before they can cast another Ritual with the same requirement. The PC must declare they are casting the ritual once the rest starts. </p><p></p><p>*Scrolls reduce casting time by one step.</p><p></p><p><strong>Combat Casting:</strong> A caster may wish to cast a ritual during combat, each round they must succeed on an easy DC skill check related to the Ritual's key skill. If they fail, the checks become a moderate DC each round, if they fail again, the checks become a hard DC each round, fail one more time and the ritual fails completely and any resources spent are wasted. </p><p></p><p>Making this check provokes attacks of opportunity. If hit by an attack, the PC chooses to either to grand combat advantage (only if not already granting CA) until the end of their next turn or make a saving throw to avoid the DC from increasing. If the DC is hard and is supposed to increase, the ritual fails and any resources spent are wasted.</p><p></p><p>Always interested in feedback.</p></blockquote><p></p>
[QUOTE="Crowsion, post: 5803769, member: 100259"] [b]Using Rituals House-rules[/b] I am actually in the process of playtesting this mechanic below. So far the party has been casting short rituals and have managed to complete them during combat. So the combat casting mechanic hasn't been fully tested. [B]Component Cost:[/B] All rituals no longer cost gold, with the exception of creation rituals. Whether or not a Ritual costs gold is always up to the DM. [B]Market Price:[/B] The Ritual costs an amount of gold equal to a potion of its level. [B]Time:[/B] Rituals take 1/10th their normal cast time (6 second in 1 round). Thus, 1 minutes = 1 round 5 minutes = 5 rounds 10 minutes = 10 rounds 30 minutes = 30 rounds (Short Rest) 1 hour = 60 rounds (Milestone) 3 hours = 180 rounds (Extended Rest) 8 hours + = 480 rounds + (Extended Rest) *The value in brackets is to keep powerful rituals balanced, and the PC must have reached it in order to cast the ritual. A PC being able to cast lengthy rituals between encounters can imbalance the game. If a PC casts a Ritual that has a milestone or rest requirement they must wait until the next milestone or rest before they can cast another Ritual with the same requirement. The PC must declare they are casting the ritual once the rest starts. *Scrolls reduce casting time by one step. [B]Combat Casting:[/B] A caster may wish to cast a ritual during combat, each round they must succeed on an easy DC skill check related to the Ritual's key skill. If they fail, the checks become a moderate DC each round, if they fail again, the checks become a hard DC each round, fail one more time and the ritual fails completely and any resources spent are wasted. Making this check provokes attacks of opportunity. If hit by an attack, the PC chooses to either to grand combat advantage (only if not already granting CA) until the end of their next turn or make a saving throw to avoid the DC from increasing. If the DC is hard and is supposed to increase, the ritual fails and any resources spent are wasted. Always interested in feedback. [/QUOTE]
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