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General Tabletop Discussion
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What spells should have had the ritual tag, but don't?
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<blockquote data-quote="Blue" data-source="post: 7628802" data-attributes="member: 20564"><p>My first thought is the opposite:</p><p></p><p>Anything where a caster can easily replace a skilled mundane character absolutely shouldn't have the ritual tag. Knock, Invisibility, all of those spells that just make other character's specialties less relevant are adding a huge amount of flexibility to casters to do without slots and stepping on others toes. It doesn't need to invalidate another character - sometimes you wouldn't what Knock for the loud noise - just often make their skills and feature less relevant.</p><p></p><p>Then I would start looking at spells that merely having them known/prepared instead of something else is enough of an opportunity cost to allow "reasonably unlimited" amount of casting. Unlimited there varies by utility - Rope Trick or Detect Magic (already rituals, just used for example) have a limited amount of usability so have a low bar, while a healing spell could be used over and over and probably wouldn't be made a ritual.</p><p></p><p>Note that anything on the Wizard list has next to no opportunity cost this was because it does not need to be prepared for them. How that gets resolved is a knotty problem - does anything on the wizard list have a higher bart because there's less opportunity cost, whihc hurts others that share that spell list, or do wizards get a big increase in their utility? I'd personally lean the latter, but I'd still keep it in mind. </p><p></p><p>Of interest are spells with expensive consumed material components. Those have a greater opportunity cost to use already. Raise Dead has a low usage rate and material costs so it sounds like a good ritual. But what are the effects on playstyle of making Raise Dead more accessible? *shrug*</p></blockquote><p></p>
[QUOTE="Blue, post: 7628802, member: 20564"] My first thought is the opposite: Anything where a caster can easily replace a skilled mundane character absolutely shouldn't have the ritual tag. Knock, Invisibility, all of those spells that just make other character's specialties less relevant are adding a huge amount of flexibility to casters to do without slots and stepping on others toes. It doesn't need to invalidate another character - sometimes you wouldn't what Knock for the loud noise - just often make their skills and feature less relevant. Then I would start looking at spells that merely having them known/prepared instead of something else is enough of an opportunity cost to allow "reasonably unlimited" amount of casting. Unlimited there varies by utility - Rope Trick or Detect Magic (already rituals, just used for example) have a limited amount of usability so have a low bar, while a healing spell could be used over and over and probably wouldn't be made a ritual. Note that anything on the Wizard list has next to no opportunity cost this was because it does not need to be prepared for them. How that gets resolved is a knotty problem - does anything on the wizard list have a higher bart because there's less opportunity cost, whihc hurts others that share that spell list, or do wizards get a big increase in their utility? I'd personally lean the latter, but I'd still keep it in mind. Of interest are spells with expensive consumed material components. Those have a greater opportunity cost to use already. Raise Dead has a low usage rate and material costs so it sounds like a good ritual. But what are the effects on playstyle of making Raise Dead more accessible? *shrug* [/QUOTE]
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What spells should have had the ritual tag, but don't?
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