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Why all the ritual hate?
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<blockquote data-quote="Stalker0" data-source="post: 5088952" data-attributes="member: 5889"><p>Rituals aren't my favorite thing in 4e, but I don't hate them, I do think there are some fixes that could be made.</p><p></p><p>1) They cost too much.</p><p></p><p>This one depends on the ritual. I think tenser's floating disk is fine. I think having to pay all the gold for wizard's curtain is just silly. Same with teh scrying rituals, they are way too expensive for how short a time they last.</p><p></p><p>Overall I say that gold piece value is generally a bad way to go with rituals...because money is always at the mercy of the DM. No matter how the DM compensates, it always feels like I'm spending a resource that I'm not going to get back. Healing surges are useful in that they tend to be a finite limit that has a certain cost.</p><p></p><p></p><p>2) They take too long to cast.</p><p></p><p>I'm in big agreement on this one. I'm personally fine with the 1 minute casting time...or the 1 hour casting time. 1 minute feels like an expenditure of energy more than the normal spell. The wizard closes his eyes, and actually does an incantation instead of just a quick hand wave and magic appears.</p><p></p><p>1 hour rituals feel like....rituals. Like I draw a big circle on the ground and have 7 people speak a chant while casting the big mojo.</p><p></p><p>10 minutes feels...out of place. Too long for casual ritual magic, too short to feel like a big ritual. I prefer if most rituals were 1 minute. But really this an easy fix in the long run, I can easily houserule this.</p><p></p><p>3) They are bland.</p><p></p><p>This is the great conudrum of ritual casting. 4e attempts to balance fighters and mages. But you can't give mages all of their big mojo without making them better than fighters (and skill users for that matter).</p><p></p><p>If rituals can replicate the 3e magic system then mages come on top again. While technically a fighter can take the feat and cast rituals he's never going to be as good as the mage with big arcana. In some ways its actually better for the mages with 3e like rituals simply because they don't have to memorize slots.</p><p></p><p>So how can you give people cool rituals without making them too powerful? Well..that's a tricky problem and one the current system doesn't address too well. Instead the rituals provided aren't generally that strong (though the paragon divinations aren't bad)</p><p></p><p></p><p>Misc Issues</p><p></p><p>I think the ritual system has a few other issues...the most notable is how strong aid another can be with ritual casting. For another, there is 0 incentive to have multiple rituals casters in the group generally....or more specifically, for two casters to have the same ritual. If your mage has craft magic item, there is 0 advantage to the party if the cleric does as well...which I'm not a fan of.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 5088952, member: 5889"] Rituals aren't my favorite thing in 4e, but I don't hate them, I do think there are some fixes that could be made. 1) They cost too much. This one depends on the ritual. I think tenser's floating disk is fine. I think having to pay all the gold for wizard's curtain is just silly. Same with teh scrying rituals, they are way too expensive for how short a time they last. Overall I say that gold piece value is generally a bad way to go with rituals...because money is always at the mercy of the DM. No matter how the DM compensates, it always feels like I'm spending a resource that I'm not going to get back. Healing surges are useful in that they tend to be a finite limit that has a certain cost. 2) They take too long to cast. I'm in big agreement on this one. I'm personally fine with the 1 minute casting time...or the 1 hour casting time. 1 minute feels like an expenditure of energy more than the normal spell. The wizard closes his eyes, and actually does an incantation instead of just a quick hand wave and magic appears. 1 hour rituals feel like....rituals. Like I draw a big circle on the ground and have 7 people speak a chant while casting the big mojo. 10 minutes feels...out of place. Too long for casual ritual magic, too short to feel like a big ritual. I prefer if most rituals were 1 minute. But really this an easy fix in the long run, I can easily houserule this. 3) They are bland. This is the great conudrum of ritual casting. 4e attempts to balance fighters and mages. But you can't give mages all of their big mojo without making them better than fighters (and skill users for that matter). If rituals can replicate the 3e magic system then mages come on top again. While technically a fighter can take the feat and cast rituals he's never going to be as good as the mage with big arcana. In some ways its actually better for the mages with 3e like rituals simply because they don't have to memorize slots. So how can you give people cool rituals without making them too powerful? Well..that's a tricky problem and one the current system doesn't address too well. Instead the rituals provided aren't generally that strong (though the paragon divinations aren't bad) Misc Issues I think the ritual system has a few other issues...the most notable is how strong aid another can be with ritual casting. For another, there is 0 incentive to have multiple rituals casters in the group generally....or more specifically, for two casters to have the same ritual. If your mage has craft magic item, there is 0 advantage to the party if the cleric does as well...which I'm not a fan of. [/QUOTE]
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