Why all the ritual hate?

Despite the awesome I still only have 2 ritual casters out of 7 players so it doesn't seem to qualify as "must have".

So nobody is disenchanting every magic barrior before them depriving every wizardly villain of there wands/magical weaponry or having it done to them?. Guess DM fiat no you just cant have that ritual no this ones isnt magical... goes a long way.

It feels a tad haphazard. (Read back up I see its a daily you giving them as many free daily rituals as they want and everyone hasnt taken it?) Still very wierd thinking going on there.

Since all classes are equally as good at fighting I thought it was unfair to artificially restrict non-combat skill selection.

I think so too.. you did read the rest of that post? I seemed to miss reading yours thoroughly so I am not one to talk though.
 
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It becomes one when you buff up rituals to approach the level of powers and skills. One feat to grant you a bunch of utility powers? Sign me up!

Except what if your concept was not a spell caster? 4th edition makes a concerted effort to make the normal guys on par with the casters... which obviously doesn't sit well with the old school wizard supremacists, who are grousing that their *extra* abilities aren't good enough.

And I'm sorry, the martial practices things I've seen just come off silly (and not needing a feat to learn), and are still more limited in comparison to what's been accepted as the scope of magic.



The price isn't bad spread over the 5 members of the party. The wizard shouldnt be paying for all of it himself. and again, its having an EXTRA set of utility powers, with a gold cost. No one is twisting your arm to access your third tier of abilities. They're there if you need them.



We have found that the standard cost/benefit ratio isn't good enough for rituals to be used much at all, thus the house rules.

Remember that free access to rituals above 1st level doesn't exist. The powerful rituals cannot simply be purchased chosen and learned. They must be located and recovered.

For the price some of these rituals cost, being there if you need them is useless if they are not useful when you need them.

As far as the normal guy argument goes lets just say that if magic cannot do things that a normal guy cannot it isn't very magical in the first place.
 

In spite of DM fiat controlling what rituals are available being a very crappy idea game design wise... it works fine in house rules territory.

I am going to say rituals can have such a broad impact on Game World that I think access to them could quite reasonably come under my banner of make it fit your game world.

At minimum I have to decide if ability to use a ritual is limited by requiring a special gift to be able to learn them. (a second entry feat like healers gift or similar beyond the ritualist feat).

My game world has quite a few able to do rituals and next to nobody able to raise the dead for instance (it could indeed just be most arent high enough level for it but... having the Sight beyond death feat be required for it, as that suits my game world.
 

"Solvers" is just a catch phrase for everything else. Magic yet again, enfolds everyone else's domain, as well as supernatural stuff that's off limits to the normal guys. So no deal.

Wrong. According to the idea, the "solver" is, specifically, a role in encounters that removes obstacles.

It doesn't tell you what's on the other side of that obstacle.
It doesn't help you out if you fail to overcome that obstacle.
It doesn't prevent your attempt from getting hassled with.

It just removes the obstacle.

So we're back to the current state of rituals. You get to be a jack of all trades, master of none. You trade speed and free for versatility.

Except where magic is supposed to be better, it is, and where it's not supposed to be better, it isn't. Wizards have a role to play. They don't just sit around while everyone else shows off their cool nonmagical skills.

Fly replaces athletics. No dice... you're taking away from mover territory. Speak with dead replaces information gathering. Again, sorry wizards.

You seem to be arguing that magic can never trump skills, but this is one of the problems that the current ritual system has. Wizards need to have a place that they can shine, too. Fly can replace athletics, and Speak With Dead can replace information gathering. But Fly doesn't replace the Rogue's knowledge of what is over that chasm, or the Fighter's ability to barricade the doors so that the ritualist has a few moments to complete their ritual. Speak With Dead doesn't replace the Rogue's ability to identify what the corpse is talking about when they say "The man in the yellow hat," and it doesn't replace the Fighter's ability to keep the undertaker distracted while you work on the corpse.

And if you need to cross the chasm and you can't use Fly for some reason, you can use Athletics (a less reliable way to do it). If you can't Speak With Dead for some reason, you can use Streetwise (a less reliable way to do it).

This is the problem with your system... "solver" is just the guy who beats the adventure. What the casters were in earlier editions, where they were simply better than everyone else.

Solvers remove obstacles. In designing a dungeon, a DM has obstacles that are there to be removed (traps, locked doors, cliffsides, riddles, whatever). Solvers can get rid of those obstacles. They don't complete the dungeon by themselves, though. They don't keep others from interfering. They don't know what lies in wait next. They can't recover from a failure. They can't do everything. All they get to do is "trump card" certain challenges.

That doesn't beat the adventure, it moves the adventure forward, perhaps in new directions. Solvers get you closer to the adventure's solution. Solvers help you advance into the adventure, just like Strikers help you kill enemies faster.

They do in other people's game. You just want the gravy casters get for free to be as good as everyone else skills and powers. If the ritual caster ONLY got rituals, I might agree. Right now, its a third tier of options, and should be treated as such.

No, I want rituals and magic to have a purpose. They don't right now.

wedgeski said:
Was I making an exception when Object Reading a portal showed the creatures that had recently used it, allowing the party to judge who they were up against on the other side?

Or when a Comprehend Language allowed the caster to read a long-lost dialect of minotaur and give the party vital clues to the history of the dungeon they were in?

You were actually giving out information in a way that rewarded the ritual user. Which is great, and encourages ritual use, but a lot of DM's would address this in a binary fashion.

Meaning, in either example, if the party was supposed to find out the information, the DM would have made it possible via an NPC who would tell them or a skill challenge or a skill check they could complete to gain the information. All of these would be free, expedient ways of getting the same information.

For the first example, a single Streetwise check could have perhaps identified witnesses who saw the portal being used. The NPC sending the PC's on the mission in the first place could have told them what they were up against. A skill challenge may have worked it out of a reluctant NPC. If the DM wanted it to be known for their own reasons, they'd find a way to introduce it. None of it would have cost gold, and it would have been either faster, or involving the entire party. And if the DM didn't want the PC's to know, then no ritual would have done them any good.

For the second example, try a History check, an NPC scholar, or an extended skill challenge for reading the documents. No gold, and either faster or involving the party. And if the DM didn't want the PC's to know, then no ritual would have done them any good.

You rewarded the ritual use by not giving out that information in other ways. Which is great, but it is also clever DMing that supports ritual use. By default, there's no reason rituals would have been better in those circumstances than skill checks, skill challenges, or NPC's.
 

Again...I think it might be more helpful to focus on actual examples....

Rituals at level 5 I have no problem with.
Animal Friendship - note...this ritual from PH2 actually has a 1 minute casting time which means that in scroll form, it would only take 30 seconds.
Hallucinatory Item
Hunter's Blessing
Magic Circle
Mindshape Warwing Drake
Rite of Arkentaash (can I say I absolutely DESPISE madeup works..give me compound names like Darkfire anyday over works like Arkentaash)
Speak with Nature
Starshine
Vistanti Passkey (---Um,in this entire KNOCK argument, did anyone check out this ritual? It's KNOCK but better as it only takes a standard action---does this mean in scroll form it takes only a minor action?)

Rituals I DO have a problem with.
Object Reading - see my complaints about Divination earlier. Personally, dont think this ritual is worth the effort.
 

Vistanti Passkey (---Um,in this entire KNOCK argument, did anyone check out this ritual? It's KNOCK but better as it only takes a standard action---does this mean in scroll form it takes only a minor action?)

Which book is it in?

I'd conjectured to myself that an improved version of Knock was inevitable and I am pleased to see that it did actually happen.
 

That's the point. The best person to do a task is someone trained to actually do it. Mages take second fiddle for once. as it should be. I loathed the old days of the best everything is a wizard.

I prefer that the mage not play the fiddle at all. Opening mundane locks is not a suitable use for ritual magic. It's like swatting flies with nuclear weapons.
 

Which book is it in?

I'd conjectured to myself that an improved version of Knock was inevitable and I am pleased to see that it did actually happen.

DRAGON #380.

It's an interesting ritual in that, you actually want someone specialized in Thievery doing the ritual since you make a Thievery check (you don't replace it with arcana...). It's BETTER than the 4th level Knock ritual but at the same time, it doesn't totally invalidate having it.

I like this ritual....It allows for magic to be "better" but it does so by working IN CONJUNCTION with the skill.

A hybrid or multiclassed thief/wizard is the type I see picking up this ritual while a single classed wizard would use Knock.


Level 8 rituals I think are fine
Anthem of Unity
Aura Mask
Gravesight
Inquisitive's Eyes
Linked Portal
Raise Dead
Seal Portal
Share Husk
Signal of Pursuit - CT of 1 minute...scroll form means 30s.
Status
Tenser's Lift
Water Breathing - yes the 10/5 minute casting time is appropriate. If you didn't cast this beforehand, then you don't deserve the benefit. None of this.."oh wait...I made a scroll of this last year just in case".

Level 8 rituals I think need work.
Analyze Portal - I actually have no problem with the cost as like ost rituals, it scales up so that by mid paragon, the money isn't an issue but the time of 1 hour....seems overly long IMO.

Remove Affliction (I really like the cost and danger aspect of the ritual)- I actually have no inherent problem with this ritual other than I think it's too low a level. I've always disliked the fact that mundane diseases in all editions of D&D were non issues even by level 9. Rather see this as a mid paragon ritual.

Shadow Bridge - CT is 5 minutes so in scroll form, it's only 2.5 minutes. Two problems with this ritual is that I think the length of the bridge is way too short...At BEST you're looking at 200 feet and that it only last 10 minutes. Way too short a time given the the other options at around this level. Indeed, I'm trying to think of situations where Tenser's Lift is not outright better.

Song of Sustenance - See my problem with Remove Affliction. The ritual itself is fine but think it's just a tad too low.

Wizard Sight - Now the divination set of rituals I think have a problem. They don't last long enough. In this case, in my home rules, I changed rounds to minutes (and minutes to hours for higher level scrying)



For me, most rituals have an appropriate casting time as I believe rituals should be PREPARATION tools. In pre 3e, that's what spells like Water Breathing and Knock were. Rewards for basically determining what the upcoming adventure would be.
 
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I think it's an adventure design question.

Are the spaces between encounters meaningful? If so, rituals become important.
Agreed. Rituals are exploration tools (in the sense in which the 4e rules define exploration).

For me, most rituals have an appropriate casting time as I believe rituals should be PREPARATION tools. In pre 3e, that's what spells like Water Breathing and Knock were. Rewards for basically determining what the upcoming adventure would be.
More-or-less agreed. They interact with exploration, either assisting with it, or being used in response to it to help with future encounters.

DMG 1 and 2 seems to think in a lot of cool and interesting things that don't work very well in 4E's very combat centric system.

I gotta say I kinda like Rituals... but they'll need some revision for 5E... their implementation was completely taken out of the combat system, leading to impression that there's two different worlds in fourth edition: combat and outside combat.
I kinda wish there were a stronger mechanical connection between rituals and skill challenges, since both seem intended for non-combat encounters.
Both rituals and skill challenges have some issues in them that are still pretty deep, and they are basically the only support the rules give for making out-of-combat activities fun and engaging.
I agree with all this - 4e needs better support for non-combat encounters and non-combat conflict resolution. The brief suggestion in DMG2 that use of a ritual should be an automatic success in a skill challenge is (IMO) not enough guidance on this issue. At a minimum, examples are needed to help with inspiration and mechanical balance.


Making rituals the equivalent of "skill stunts" or something would put everyone on even footing, and let the wizard accomplish stuff with magic, and the rogue accomplish different stuff without it.
This would be taking the game in the direction of something like HeroQuest, where all abilities use a common mechanic, and ability flavour factors into the framing of a conflict, but not the mechanics of its resolution. This would be a big change for D&D, and also a big change for 4e, which (at least in combat) has complex mechanical considerations affecting resolution all the way through conflict resolution, and not just in framing.
 

You rewarded the ritual use by not giving out that information in other ways. Which is great, but it is also clever DMing that supports ritual use. By default, there's no reason rituals would have been better in those circumstances than skill checks, skill challenges, or NPC's.
In the first example, the portal was deep in enemy territory, and they had slain anyone who could have given them information. So no, there was pretty much no other way of getting that intel. In the second example, deciphering the language and learning a couple of names was what *enabled* a subsequent History check to be made in the first place. In both circumstances, the rituals were integral to ongoing play.

In any case KM, your rebuttal does not speak to the original point you made, which is that the space between encounters has been rendered null in 4E, and therefore mechanics which give the players options in those spaces are moot. A whole lot of my campaign takes place in between encounters, and naturally then rituals, skill checks, and simple old-fashioned roleplaying all have their chance to shine. That's what I was trying to demonstrate by example.
 

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