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General Tabletop Discussion
*Pathfinder & Starfinder
Warfare Rituals
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<blockquote data-quote="77IM" data-source="post: 4791267" data-attributes="member: 12377"><p>I think the key to these sorts of rituals is to make them convenient for an army to use, but inconvenient for an adventuring party to use (but not impossible -- otherwise it's an NPC-only ability and doesn't need to be written up as a ritual and is more like a trap or something).</p><p></p><p>For example, Elemental Mortar caries some serious drawbacks and risks (you're slowed, down 4 surges, and just one stun away from dropping 5dX damage on your own group). I think that if a party figures out a way to use that in an adventure, more power too them -- maybe they lob it at the orc encampment, but then maybe an orc patrol interrupts them during casting, too.</p><p></p><p>I think that just making the ritual high level has the opposite effect -- it makes the ritual inconvenient for armies (because presumably there aren't that many high-level casters running around), but too convenient for PCs. Devastation of Gruumsh, for example: any 21st-level party that has 8 hours and 8,000 residuum (not a lot at that level) and knows where their enemy is located is going to want to cast that ritual before charging in.</p><p></p><p>I know you were just making up Devastation of Gruumsh off-the-cuff and could probably think up more constraints to make it balanced (like, maybe the -2 penalty only affects creatures of level 11 or lower -- pretty useless to a level 21 party). I'm just using this example to point out the importance of such restrictions to prevent warfare rituals from become the <em>bull's strength</em> of 4e.</p><p></p><p> -- 77IM</p></blockquote><p></p>
[QUOTE="77IM, post: 4791267, member: 12377"] I think the key to these sorts of rituals is to make them convenient for an army to use, but inconvenient for an adventuring party to use (but not impossible -- otherwise it's an NPC-only ability and doesn't need to be written up as a ritual and is more like a trap or something). For example, Elemental Mortar caries some serious drawbacks and risks (you're slowed, down 4 surges, and just one stun away from dropping 5dX damage on your own group). I think that if a party figures out a way to use that in an adventure, more power too them -- maybe they lob it at the orc encampment, but then maybe an orc patrol interrupts them during casting, too. I think that just making the ritual high level has the opposite effect -- it makes the ritual inconvenient for armies (because presumably there aren't that many high-level casters running around), but too convenient for PCs. Devastation of Gruumsh, for example: any 21st-level party that has 8 hours and 8,000 residuum (not a lot at that level) and knows where their enemy is located is going to want to cast that ritual before charging in. I know you were just making up Devastation of Gruumsh off-the-cuff and could probably think up more constraints to make it balanced (like, maybe the -2 penalty only affects creatures of level 11 or lower -- pretty useless to a level 21 party). I'm just using this example to point out the importance of such restrictions to prevent warfare rituals from become the [i]bull's strength[/i] of 4e. -- 77IM [/QUOTE]
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