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What do you think is wrong with rituals?
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<blockquote data-quote="Zaran" data-source="post: 5267644" data-attributes="member: 56710"><p>I keep hearing comments about how people tend to not use rituals. I've always been under the impression that rituals were a tack-on to 4th edition after some playtester mentioned that the game was missing non-combat type magic. If this is true then it explains why the game functions just fine without them. </p><p> </p><p>So here are the reasons that I think rituals aren't used as much:</p><p> </p><p>1. Rituals cost the caster money. I think this was a big mistake. Noone likes to spend gold on something that the group can pretty much accomplish without spending the money. Also, this tends to drain only the caster's funds if they are just casting the ritual to feel magical (IE Tenser's Floating Disk). So rituals are an unneed gold sink. I've taken to allowing ritual casters a free ritual casting a day (with GM's approval that is. I don't allow them to do that with magic item creation). Bards already can do this to a limited effect. </p><p> </p><p>2. GMs (and even printed adventures) overlook putting rituals in treasure. The players won't cast rituals if they don't have them in the ritual book. I think this is because rituals have no combat effect and the GMs are for the most part trying to help the players keep up with level advancement of their monsters. I try to solve this by putting rituals in treasure on top of the recommended treasure value.</p><p> </p><p>3. I've touched on this a bit already. Rituals really don't do much. Ritual type magic had a reputation for short circuiting the game in prior editons. So rituals today tend to not have enough effect for the cost. For this I think making a once a day free casting helps alot. I would like to see future products having rituals that have more effect for their level. For instance, a ritual allowing the group to disguise themselves as hobgoblins so they can infiltrate the legion shouldn't be out of the question.</p><p> </p><p>I think that rituals are a really cool concept. With the advent of every class getting daily powers they help distinguish magic from the mundane. While I am a bit disappointed that rituals as we know them are not in the Essentials product I do understand that they are an extra that is not needed for new players beyond the ones that seem to be built into the Duplo builds. </p><p> </p><p>One of my wishes for a future product is a big book of rituals that puts all printed rituals in one place along with new rituals. </p><p> </p><p>What do you think on the subject?</p></blockquote><p></p>
[QUOTE="Zaran, post: 5267644, member: 56710"] I keep hearing comments about how people tend to not use rituals. I've always been under the impression that rituals were a tack-on to 4th edition after some playtester mentioned that the game was missing non-combat type magic. If this is true then it explains why the game functions just fine without them. So here are the reasons that I think rituals aren't used as much: 1. Rituals cost the caster money. I think this was a big mistake. Noone likes to spend gold on something that the group can pretty much accomplish without spending the money. Also, this tends to drain only the caster's funds if they are just casting the ritual to feel magical (IE Tenser's Floating Disk). So rituals are an unneed gold sink. I've taken to allowing ritual casters a free ritual casting a day (with GM's approval that is. I don't allow them to do that with magic item creation). Bards already can do this to a limited effect. 2. GMs (and even printed adventures) overlook putting rituals in treasure. The players won't cast rituals if they don't have them in the ritual book. I think this is because rituals have no combat effect and the GMs are for the most part trying to help the players keep up with level advancement of their monsters. I try to solve this by putting rituals in treasure on top of the recommended treasure value. 3. I've touched on this a bit already. Rituals really don't do much. Ritual type magic had a reputation for short circuiting the game in prior editons. So rituals today tend to not have enough effect for the cost. For this I think making a once a day free casting helps alot. I would like to see future products having rituals that have more effect for their level. For instance, a ritual allowing the group to disguise themselves as hobgoblins so they can infiltrate the legion shouldn't be out of the question. I think that rituals are a really cool concept. With the advent of every class getting daily powers they help distinguish magic from the mundane. While I am a bit disappointed that rituals as we know them are not in the Essentials product I do understand that they are an extra that is not needed for new players beyond the ones that seem to be built into the Duplo builds. One of my wishes for a future product is a big book of rituals that puts all printed rituals in one place along with new rituals. What do you think on the subject? [/QUOTE]
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