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Tiers Excerpt (merged)
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<blockquote data-quote="KidSnide" data-source="post: 4167145" data-attributes="member: 54710"><p>As far as rituals are concerned, everything that the designers have said on the matter makes it seem like rituals are things you buy after which you can use the rituals indefinitely. (Not every time they want - maybe it's once per day or there is also a material cost per use.) But learning rituals seems to work in much the same way that a 3E wizard can buy a scroll to put a spell in their spellbook.</p><p></p><p>This makes a ton of sense because whether you know a ritual like spider climb is effectively the same thing as having a rope of climbing. Neither rituals nor wondrous items increase your combat power, they just provide additional out-of-combat options. As such, it makes sense to treat them in a similar way -- they are both powers that you can get by adventuring or by purchasing them.</p><p></p><p>Also note that because rituals are out-of-combat powers, they are also the sort of powers that can break particular plots. (Try a "you are lost" adventure when the PCs have Find the Path.) Because they are powers that PCs find/purchase and not powers that they implicitly get as a part of their class, it is easier for GMs to remove particular "disruptive" abilities from their games.</p><p></p><p>...but, of course, this all mostly speculative.</p></blockquote><p></p>
[QUOTE="KidSnide, post: 4167145, member: 54710"] As far as rituals are concerned, everything that the designers have said on the matter makes it seem like rituals are things you buy after which you can use the rituals indefinitely. (Not every time they want - maybe it's once per day or there is also a material cost per use.) But learning rituals seems to work in much the same way that a 3E wizard can buy a scroll to put a spell in their spellbook. This makes a ton of sense because whether you know a ritual like spider climb is effectively the same thing as having a rope of climbing. Neither rituals nor wondrous items increase your combat power, they just provide additional out-of-combat options. As such, it makes sense to treat them in a similar way -- they are both powers that you can get by adventuring or by purchasing them. Also note that because rituals are out-of-combat powers, they are also the sort of powers that can break particular plots. (Try a "you are lost" adventure when the PCs have Find the Path.) Because they are powers that PCs find/purchase and not powers that they implicitly get as a part of their class, it is easier for GMs to remove particular "disruptive" abilities from their games. ...but, of course, this all mostly speculative. [/QUOTE]
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