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Why all the ritual hate?
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<blockquote data-quote="Pseudopsyche" data-source="post: 5088764" data-attributes="member: 54600"><p>Rituals seem an afterthought in the overall design of 4E. In the first three core books, they received one chapter of attention, the very last in the PHB. They almost never appear in published adventures, and we've only a couple of DDI articles that mention them. Sure a good DM can make rituals engaging and fun, but he or she does so in spite of the design and without much support from WotC.</p><p></p><p>Once upon a time, much the same could be said of skill challenges. That design element has received more attention, to the tune at least of Mike Mearls dedicating an entire column to them every month. I really hope rituals receive some love, too. Like skill challenges, rituals rely on flavor, narrative, and creativity. Perhaps the designers concentrated their efforts on crunchier bits of the system, expected DMs to want to provide their own flavor, narrative, and creativity to rituals. That said, I think we could use more examples and guidance of how to incorporate them effectively into campaigns. Maybe they could be incorporated into the culture of the campaign world, like ceremonies in Monte Cook's Arcana Unearthed (still one of my favorite settings). Maybe they could be incorporated mechanically into other subsystems. A plausible use of a ritual could explicitly grant a success or even remove a failure in a skill challenge. If martial practices (from Martial Power 2) had been in the game from the beginning, the short rest could have been a martial practice (use the ritual mechanics). Heck, just give ritual casting to every class and say you gain one every even level. That might at least encourage players to crack that section of the book.</p><p></p><p>I think it says something that plenty of 4E campaigns don't seem to use rituals (and others, skill challenges) at all. You can't really say that about powers or feats or classes or skills. Perhaps some campaigns omit magic items, but not to the degree of rituals.</p></blockquote><p></p>
[QUOTE="Pseudopsyche, post: 5088764, member: 54600"] Rituals seem an afterthought in the overall design of 4E. In the first three core books, they received one chapter of attention, the very last in the PHB. They almost never appear in published adventures, and we've only a couple of DDI articles that mention them. Sure a good DM can make rituals engaging and fun, but he or she does so in spite of the design and without much support from WotC. Once upon a time, much the same could be said of skill challenges. That design element has received more attention, to the tune at least of Mike Mearls dedicating an entire column to them every month. I really hope rituals receive some love, too. Like skill challenges, rituals rely on flavor, narrative, and creativity. Perhaps the designers concentrated their efforts on crunchier bits of the system, expected DMs to want to provide their own flavor, narrative, and creativity to rituals. That said, I think we could use more examples and guidance of how to incorporate them effectively into campaigns. Maybe they could be incorporated into the culture of the campaign world, like ceremonies in Monte Cook's Arcana Unearthed (still one of my favorite settings). Maybe they could be incorporated mechanically into other subsystems. A plausible use of a ritual could explicitly grant a success or even remove a failure in a skill challenge. If martial practices (from Martial Power 2) had been in the game from the beginning, the short rest could have been a martial practice (use the ritual mechanics). Heck, just give ritual casting to every class and say you gain one every even level. That might at least encourage players to crack that section of the book. I think it says something that plenty of 4E campaigns don't seem to use rituals (and others, skill challenges) at all. You can't really say that about powers or feats or classes or skills. Perhaps some campaigns omit magic items, but not to the degree of rituals. [/QUOTE]
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