I've seen this sentiment expressed kind of a lot here in the Main forum, and a bit in the 4e rules forum.
Rituals Suck.
I don't really follow. I do see that the time factor limits usage, but the other complaints I'd need some convincing on:
1 - They cost too much.
2 - They are bland.
3 - They don't do enough.
My experiences have been different with these. While I did spend my only time as a wizard in 4e playing in a low magic campaign, and therefore only cast a few rituals, in my current campaign, and the one prior to that, I have seen them used in creative and flavorful ways. My rebuttal is then:
1 - The cost is irrelevent if your DM is paying attention. If you tend to use rituals then the DM should seed the treasure and rewards with different ritual components, and allow you to collect your own while adventuring. It doesn't *have* to come from your own pocket.
2 - Rituals, like everything else in the game, run in imagination power. Last session our Ritualist cast a ritual to determine the cause of a wagon crash. He and the DM tag-teamed a description whereby the ritual worked by him traveling across dimentions to view the 'echo' of the crash in real time, as a shadow. The DM's descriptions of the event were vivid, and the time/money was well spent
3 - The ritual is only as good as the person behind it. Speak with Dead is only useful if you ask the right questions. Tell my friend that Tenser's Floating Disc is not useful, and he will tell you about the first time we fought a dragon. He had the ritual up, and when he fell off the boat, the disc was the only thing that saved him. Later, he would have drowned and been left behind if he hadn't climbed into his floating disc. I have dozens of such experiences, and I'm sure I'm not the only one.
The one house-rule that I like is changing the number of minutes required to a number of rounds. What does ENWorld thing about rituals? Where is the love?
Jay
Rituals Suck.
I don't really follow. I do see that the time factor limits usage, but the other complaints I'd need some convincing on:
1 - They cost too much.
2 - They are bland.
3 - They don't do enough.
My experiences have been different with these. While I did spend my only time as a wizard in 4e playing in a low magic campaign, and therefore only cast a few rituals, in my current campaign, and the one prior to that, I have seen them used in creative and flavorful ways. My rebuttal is then:
1 - The cost is irrelevent if your DM is paying attention. If you tend to use rituals then the DM should seed the treasure and rewards with different ritual components, and allow you to collect your own while adventuring. It doesn't *have* to come from your own pocket.
2 - Rituals, like everything else in the game, run in imagination power. Last session our Ritualist cast a ritual to determine the cause of a wagon crash. He and the DM tag-teamed a description whereby the ritual worked by him traveling across dimentions to view the 'echo' of the crash in real time, as a shadow. The DM's descriptions of the event were vivid, and the time/money was well spent
3 - The ritual is only as good as the person behind it. Speak with Dead is only useful if you ask the right questions. Tell my friend that Tenser's Floating Disc is not useful, and he will tell you about the first time we fought a dragon. He had the ritual up, and when he fell off the boat, the disc was the only thing that saved him. Later, he would have drowned and been left behind if he hadn't climbed into his floating disc. I have dozens of such experiences, and I'm sure I'm not the only one.
The one house-rule that I like is changing the number of minutes required to a number of rounds. What does ENWorld thing about rituals? Where is the love?
Jay