wedgeski
Adventurer
Rituals as-is work very well in my group, but then I spray them around all over the place and regularly allow ritual casters to "harvest" components from the world around them. For example, just sealed off that arcane portal? Well, there's a couple-hundred gold worth of arcane components that you can recover from the glyphs.
As it has turned out, one player is pretty much "the ritual guy", but that doesn't seem to be a problem for either her or the rest of the group. GP costs for ritual components, if necessary, are taken from the party stash.
I also enjoy building new rituals which illuminate the adventures and/or the game world. In one session, the party had to decipher and enact a ritual which allowed them to tunnel through a plane of worms to the bad-guy's recluse. That ritual has now become a standard means of transport for them... despite the fact that something living in that plane appears to take great interest in them every time they pass through it. So, mechanical, plot, flavour, and adventure hook all in one. Bargain.
As it has turned out, one player is pretty much "the ritual guy", but that doesn't seem to be a problem for either her or the rest of the group. GP costs for ritual components, if necessary, are taken from the party stash.
I also enjoy building new rituals which illuminate the adventures and/or the game world. In one session, the party had to decipher and enact a ritual which allowed them to tunnel through a plane of worms to the bad-guy's recluse. That ritual has now become a standard means of transport for them... despite the fact that something living in that plane appears to take great interest in them every time they pass through it. So, mechanical, plot, flavour, and adventure hook all in one. Bargain.