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Weekly Wrecana: Improving Rituals
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<blockquote data-quote="darkbard" data-source="post: 7049742" data-attributes="member: 1282"><p>I guess what I'm proposing, based on my reading of your earlier post, is why have rituals at all <em>beyond their narrative component</em>? Why have a separate game mechanic, especially one that competes for combat resources (usually gold for magic items but also surges) but sees its use in noncombat situations? Why not, in the Investigate the Scene SC, simply have the Wizard or Cleric or whomever narrate their use of Religion or Arcana as an implementation of ritual magic in the scene? One need not have a separate game mechanic called Ritual Caster (and certain, limited predetermined rituals) for this to function in this way.</p><p></p><p>I dunno. Like Wrecan, I always thought Rituals in 4E were often an afterthought. A narratively compelling if imperfectly realized afterthought. I would love to play in a game that made much more use of them, but in our games, as I've written elsewhere, we found it unreasonable to use vital party resources (i.e. expected wealth advancement translated to the magic item aspect of character building) for situational noncombat elements of the game.</p></blockquote><p></p>
[QUOTE="darkbard, post: 7049742, member: 1282"] I guess what I'm proposing, based on my reading of your earlier post, is why have rituals at all [I]beyond their narrative component[/I]? Why have a separate game mechanic, especially one that competes for combat resources (usually gold for magic items but also surges) but sees its use in noncombat situations? Why not, in the Investigate the Scene SC, simply have the Wizard or Cleric or whomever narrate their use of Religion or Arcana as an implementation of ritual magic in the scene? One need not have a separate game mechanic called Ritual Caster (and certain, limited predetermined rituals) for this to function in this way. I dunno. Like Wrecan, I always thought Rituals in 4E were often an afterthought. A narratively compelling if imperfectly realized afterthought. I would love to play in a game that made much more use of them, but in our games, as I've written elsewhere, we found it unreasonable to use vital party resources (i.e. expected wealth advancement translated to the magic item aspect of character building) for situational noncombat elements of the game. [/QUOTE]
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Weekly Wrecana: Improving Rituals
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