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General Tabletop Discussion
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What do you think is wrong with rituals?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5267724" data-attributes="member: 82106"><p>Yeah, I don't find rituals to be a problem. Actually the mechanic is QUITE elegant. The costs for the common ones are honestly trivial anyway. Just high enough, along with the time constraint that say Knock is just a little less useful than a rogue with a decent Thievery in most cases. The party can deal with a lock if they NEED to at any point with Knock, but it won't overshadow the rogue's ability to deal with locks. I don't really see another system that will do that. Make them free and they'll just be spammed and replace things like rogue's defining non-combat features.</p><p></p><p>One thing that I found was that having NPCs both expect the PCs to use rituals in cases where it makes sense "Well, you're a wizard, can't you just..." works. Having a few NPCs use a ritual or two to great effect either for or against the PCs will get them the message as well. Tossing in some components and a scroll or two now and then helps too. I do give away ritual books in treasure now and then as well. </p><p></p><p>The one place you need to consider is when a ritual is really key to advancing the plot. If the PCs are in a situation where they essentially MUST cast a ritual just to continue the adventure then it should be free. Maybe an NPC bears the cost or something like that. Otherwise the players simply need to realize that the rituals are there and have some real significant advantages.</p><p></p><p>It WOULD really help if there was something like a 'book of ritual magic' too. Maybe we'll get that since the Essentials line looks like it isn't including rituals as a core thing. A new book that collected all the existing rituals and filled in a few missing ones, plus maybe addressed other interesting ways players can leverage them would put it more in focus.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5267724, member: 82106"] Yeah, I don't find rituals to be a problem. Actually the mechanic is QUITE elegant. The costs for the common ones are honestly trivial anyway. Just high enough, along with the time constraint that say Knock is just a little less useful than a rogue with a decent Thievery in most cases. The party can deal with a lock if they NEED to at any point with Knock, but it won't overshadow the rogue's ability to deal with locks. I don't really see another system that will do that. Make them free and they'll just be spammed and replace things like rogue's defining non-combat features. One thing that I found was that having NPCs both expect the PCs to use rituals in cases where it makes sense "Well, you're a wizard, can't you just..." works. Having a few NPCs use a ritual or two to great effect either for or against the PCs will get them the message as well. Tossing in some components and a scroll or two now and then helps too. I do give away ritual books in treasure now and then as well. The one place you need to consider is when a ritual is really key to advancing the plot. If the PCs are in a situation where they essentially MUST cast a ritual just to continue the adventure then it should be free. Maybe an NPC bears the cost or something like that. Otherwise the players simply need to realize that the rituals are there and have some real significant advantages. It WOULD really help if there was something like a 'book of ritual magic' too. Maybe we'll get that since the Essentials line looks like it isn't including rituals as a core thing. A new book that collected all the existing rituals and filled in a few missing ones, plus maybe addressed other interesting ways players can leverage them would put it more in focus. [/QUOTE]
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What do you think is wrong with rituals?
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