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Why all the ritual hate?
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<blockquote data-quote="Votan" data-source="post: 5089616" data-attributes="member: 18680"><p>It's complicated to quantify and it might be different in some campaign worlds, depending on local circumstance. All players have skills and the Thievery skill is way better (given the low bonus from the ritual). A full ten minutes makes breaking the lock with a hammer a viable alternative (it's loud but so is a magic incantation). It makes repeated tries to lockpick competive and the odds of success are low (if the rogue failed to pick the lock, a +10 on the wizard's bonus may not be enough either). If you can see through the door then the Eldarin can teleport past. It just seems to rate below the normal (creative) solutions that I'd try if the initial lockpick failed.</p><p></p><p>I agree that it's in the range where it could be okay but I dislike how easily it is competed with by the sledgehammer approach. Sure, if nobody is trained at Thievery and the doors are often thick and steel it will start seeming appealing. But locks that the rogue fails to pick (barring a terrible die roll) aren't likely to be picked by the wizard, either. </p><p></p><p>I guess what Iw as trying to say is that there is a reason knock is so often mocked compared to other options. It's low hanging fruit for the "anti-ritual side of the debate". </p><p></p><p>Raise Dead is a much better example of a ritual that you can't easily get around using in special circumstances. Or long distance teleport. These seem to be the cases where rituals provide effective alternatives but don;t overshadow character roles. perhaps the discussion should be how to make more rituals like these ones. </p><p></p><p>But at first glance it looks like a lot of</p></blockquote><p></p>
[QUOTE="Votan, post: 5089616, member: 18680"] It's complicated to quantify and it might be different in some campaign worlds, depending on local circumstance. All players have skills and the Thievery skill is way better (given the low bonus from the ritual). A full ten minutes makes breaking the lock with a hammer a viable alternative (it's loud but so is a magic incantation). It makes repeated tries to lockpick competive and the odds of success are low (if the rogue failed to pick the lock, a +10 on the wizard's bonus may not be enough either). If you can see through the door then the Eldarin can teleport past. It just seems to rate below the normal (creative) solutions that I'd try if the initial lockpick failed. I agree that it's in the range where it could be okay but I dislike how easily it is competed with by the sledgehammer approach. Sure, if nobody is trained at Thievery and the doors are often thick and steel it will start seeming appealing. But locks that the rogue fails to pick (barring a terrible die roll) aren't likely to be picked by the wizard, either. I guess what Iw as trying to say is that there is a reason knock is so often mocked compared to other options. It's low hanging fruit for the "anti-ritual side of the debate". Raise Dead is a much better example of a ritual that you can't easily get around using in special circumstances. Or long distance teleport. These seem to be the cases where rituals provide effective alternatives but don;t overshadow character roles. perhaps the discussion should be how to make more rituals like these ones. But at first glance it looks like a lot of [/QUOTE]
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Why all the ritual hate?
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