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What do you think is wrong with rituals?
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<blockquote data-quote="Nork" data-source="post: 5272271" data-attributes="member: 59879"><p>I think rituals are a very good idea, but I think they don't fit into the system correctly yet. I don't think it is really the fault of rituals either.</p><p></p><p>Rituals cost gold, and magic items cost gold. Rituals are fleeting and non-combat, while magic items are a lasting combat upgrade. Actually, IMO this is really a problem of magic items/combat upgrades costing gold, and not a problem with rituals costing gold.</p><p></p><p>By spending gold on roleplaying or fleeting non-combat advantages, players are by definition "gimping their character" at combat. God forbid the viking raider character spend all their money on ale and whores, it is going to make their character suck at crushing his enemies, seeing them driven before him, and hearing the lamentation of their women. No, they should be penny pinching instead so they can buy gear like a good little multi-class investment banker/blood thirsty barbarian.</p><p></p><p>Also, if the players stumble across a big pile of gold, they just know they won't be allowed to keep it no matter how clever they are at trying to do so. They know the GM isn't going to let them because it will make the game mechanically imbalanced because the players managed to get rich, and rich equals good at combat.</p><p></p><p>Conversely, players know the GM is never going to steal all of their gold no matter how stupid or careless they are with it, because it will likewise mechanically imbalance the game.</p><p></p><p>Instead of the wealth of characters being part of the plot and story of a campaign, it becomes a combat balance issue. A group of adventurers seeking fame and their careful allotment of level appropriate gold to be spent at Magic-Mart for combat upgrades.</p><p></p><p>Basically I think what is wrong with rituals is that magic items cost gold.</p></blockquote><p></p>
[QUOTE="Nork, post: 5272271, member: 59879"] I think rituals are a very good idea, but I think they don't fit into the system correctly yet. I don't think it is really the fault of rituals either. Rituals cost gold, and magic items cost gold. Rituals are fleeting and non-combat, while magic items are a lasting combat upgrade. Actually, IMO this is really a problem of magic items/combat upgrades costing gold, and not a problem with rituals costing gold. By spending gold on roleplaying or fleeting non-combat advantages, players are by definition "gimping their character" at combat. God forbid the viking raider character spend all their money on ale and whores, it is going to make their character suck at crushing his enemies, seeing them driven before him, and hearing the lamentation of their women. No, they should be penny pinching instead so they can buy gear like a good little multi-class investment banker/blood thirsty barbarian. Also, if the players stumble across a big pile of gold, they just know they won't be allowed to keep it no matter how clever they are at trying to do so. They know the GM isn't going to let them because it will make the game mechanically imbalanced because the players managed to get rich, and rich equals good at combat. Conversely, players know the GM is never going to steal all of their gold no matter how stupid or careless they are with it, because it will likewise mechanically imbalance the game. Instead of the wealth of characters being part of the plot and story of a campaign, it becomes a combat balance issue. A group of adventurers seeking fame and their careful allotment of level appropriate gold to be spent at Magic-Mart for combat upgrades. Basically I think what is wrong with rituals is that magic items cost gold. [/QUOTE]
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What do you think is wrong with rituals?
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