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<blockquote data-quote="doctorbadwolf" data-source="post: 9847919" data-attributes="member: 6704184"><p>I like your ideas here</p><p></p><p>My current thoughts/how i have run it improvised so far, is thst you need certain "aspects" of the ritual to be good enough, and the better they are/the more that are good/right, the better the outcome. </p><p></p><p>So you need: </p><p></p><p>The Circle - Contains magic and allows caster to keep everything in place for the right moment. </p><p>Components - Anything consumed or that channels the power via sympathic linking, like gems or rare herbs or whatever. help aim the magic at the correct effect and keep the spell from draining the user</p><p>Tools/Implements- Blade, Bowl, Candle, Bell, etc. Used to control the magic and to invoke power</p><p>The Spell - the actual words, gesticulations, etc. </p><p></p><p>Each aspect makes the ritual safer and more successful, and can scale from just 2 or 3 checks (circle, implement, spell) to a whole scene-long ritual that requires multiple checks for each aspect. PCs declare which aspect they are doing (circle is always first and spell always last), and any consequences for a specific check depend on that. Eg, failing the circle means that the spell is now more dangerous and the GM can basically create minir hazards every round or an immediate bigger hazard as a result.</p><p></p><p>Then you see how many (and which) checks succeeded and use the number to determine if the goal of the ritual is a failure, mixed result, or success.</p><p></p><p>I am a big fan of being able to pay something to boost a check, so Crossroads has a mechanic called "Push" where you spend 1 attribute point to move a check result up one step on the success ladder. You can also sometimes Push by giving the GM an Adversity Point (similar to fear in Daggerheart), or by taking on a burden or complication, etc. The game also empowers you to create custom costs based on the story. Sometimes it can just be taking more time.</p><p></p><p>Definitely. A sliding scale is required, for the same reason that in the game somwtimes you can deal with some mooks with a single skill check rather than a whole conflict scene.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 9847919, member: 6704184"] I like your ideas here My current thoughts/how i have run it improvised so far, is thst you need certain "aspects" of the ritual to be good enough, and the better they are/the more that are good/right, the better the outcome. So you need: The Circle - Contains magic and allows caster to keep everything in place for the right moment. Components - Anything consumed or that channels the power via sympathic linking, like gems or rare herbs or whatever. help aim the magic at the correct effect and keep the spell from draining the user Tools/Implements- Blade, Bowl, Candle, Bell, etc. Used to control the magic and to invoke power The Spell - the actual words, gesticulations, etc. Each aspect makes the ritual safer and more successful, and can scale from just 2 or 3 checks (circle, implement, spell) to a whole scene-long ritual that requires multiple checks for each aspect. PCs declare which aspect they are doing (circle is always first and spell always last), and any consequences for a specific check depend on that. Eg, failing the circle means that the spell is now more dangerous and the GM can basically create minir hazards every round or an immediate bigger hazard as a result. Then you see how many (and which) checks succeeded and use the number to determine if the goal of the ritual is a failure, mixed result, or success. I am a big fan of being able to pay something to boost a check, so Crossroads has a mechanic called "Push" where you spend 1 attribute point to move a check result up one step on the success ladder. You can also sometimes Push by giving the GM an Adversity Point (similar to fear in Daggerheart), or by taking on a burden or complication, etc. The game also empowers you to create custom costs based on the story. Sometimes it can just be taking more time. Definitely. A sliding scale is required, for the same reason that in the game somwtimes you can deal with some mooks with a single skill check rather than a whole conflict scene. [/QUOTE]
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