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General Tabletop Discussion
*Dungeons & Dragons
What spells should be dropped?
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<blockquote data-quote="Yaarel" data-source="post: 9014771" data-attributes="member: 58172"><p>Ritual is a great design space.</p><p></p><p>Many concepts that make bad spells, actually make great rituals.</p><p></p><p>I want to see 5e develop the ritual design space, separately from spell design space.</p><p></p><p>For example, any character can attempt to perform a ritual. A ritual can use an Ability Check to perform successfully.</p><p></p><p>The school of a ritual might correlate with a skill.</p><p></p><p>School of Ritual (Skill)</p><p>• Abjuration (Medicine)</p><p>• Conjuration (Arcana)</p><p>• Divination (Religion: Celestial or Fey)</p><p>• Evocation (Nature)</p><p>• Enchantment (Insight)</p><p>• Illusion (Deception)</p><p>• Necromancy (Religion: Fiend or Shadow)</p><p>• Transmutation (Survival: Earth, Plant, or Animal)</p><p></p><p>The more difficult a ritual, the higher the DC. There might also be a hard character level prerequisite, so certain high-level rituals are unperformable until a character reaches a certain level.</p><p></p><p>A successful Ability Check means one performed a ritual correctly.</p><p></p><p>Interestingly, a critical failure during a ritual can mean something goes wrong. This trope of forbidden magic harming inexperienced dabblers is something D&D 5e doesnt explore. But a ritual design place is a great place for these tropes.</p><p></p><p></p><p></p><p>A ritual can be anything, for anything, with any kind of requirement to perform successfully. A ritual can be for something routine, like lighting magical streetlamps in a city, or can be obscure like that one time one really needs a Hallucenary Terrain (LOL!).</p><p></p><p>While some spell effects also have a ritual with a similar effect, spells are not rituals. There can be many rituals that are not spells.</p><p></p><p>If a spell mentions a corresponding ritual, it can also mention the DC necessary to perform the ritual successfully. Any character can try to perform the ritual, whether a Wizard or a Fighter.</p><p></p><p>Rituals are a great magic item that DMs can hand out as treasure. The obscure ones can be flavorful. Some rituals might even be useful.</p><p></p><p></p><p></p><p>Many things that are currently spells are things a caster will never prepare. But if rituals are separate from spells, then there are many spells that are terrible spells but fantastic rituals.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9014771, member: 58172"] Ritual is a great design space. Many concepts that make bad spells, actually make great rituals. I want to see 5e develop the ritual design space, separately from spell design space. For example, any character can attempt to perform a ritual. A ritual can use an Ability Check to perform successfully. The school of a ritual might correlate with a skill. School of Ritual (Skill) • Abjuration (Medicine) • Conjuration (Arcana) • Divination (Religion: Celestial or Fey) • Evocation (Nature) • Enchantment (Insight) • Illusion (Deception) • Necromancy (Religion: Fiend or Shadow) • Transmutation (Survival: Earth, Plant, or Animal) The more difficult a ritual, the higher the DC. There might also be a hard character level prerequisite, so certain high-level rituals are unperformable until a character reaches a certain level. A successful Ability Check means one performed a ritual correctly. Interestingly, a critical failure during a ritual can mean something goes wrong. This trope of forbidden magic harming inexperienced dabblers is something D&D 5e doesnt explore. But a ritual design place is a great place for these tropes. A ritual can be anything, for anything, with any kind of requirement to perform successfully. A ritual can be for something routine, like lighting magical streetlamps in a city, or can be obscure like that one time one really needs a Hallucenary Terrain (LOL!). While some spell effects also have a ritual with a similar effect, spells are not rituals. There can be many rituals that are not spells. If a spell mentions a corresponding ritual, it can also mention the DC necessary to perform the ritual successfully. Any character can try to perform the ritual, whether a Wizard or a Fighter. Rituals are a great magic item that DMs can hand out as treasure. The obscure ones can be flavorful. Some rituals might even be useful. Many things that are currently spells are things a caster will never prepare. But if rituals are separate from spells, then there are many spells that are terrible spells but fantastic rituals. [/QUOTE]
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What spells should be dropped?
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