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Why all the ritual hate?
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<blockquote data-quote="Jefe Bergenstein" data-source="post: 5089838" data-attributes="member: 31506"><p>"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. </p><p></p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>Fly replaces athletics. No dice... you're taking away from mover territory. Speak with dead replaces information gathering. Again, sorry wizards.</p><p></p><p>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. </p><p></p><p></p><p></p><p>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.</p><p></p><p>I do have a feat suggestion for those wanting to use rituals in combat...</p><p> </p><p>Hasten Ritual</p><p>Tier: Heroic</p><p>Pre-requisites: Ritual Caster, Skill Focus</p><p></p><p>While casting a ritual with a casting time of 10 minutes or less, expend an action point and an encounter power of the ritual's level or less. The ritual's effect occurs at the end of your next turn. Until this time, you may only take a move or minor action. If you are damaged during this time, you must make a saving throw or the ritual fails.</p><p></p><p>Special: You must have skill focus of the ritual's key skill</p><p></p><p>Something like this might work... it means others have to protect the caster and they have to pay resources with a premium to use what is essentially another power option.</p></blockquote><p></p>
[QUOTE="Jefe Bergenstein, post: 5089838, member: 31506"] "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. 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. Fly replaces athletics. No dice... you're taking away from mover territory. Speak with dead replaces information gathering. Again, sorry wizards. 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. 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. I do have a feat suggestion for those wanting to use rituals in combat... Hasten Ritual Tier: Heroic Pre-requisites: Ritual Caster, Skill Focus While casting a ritual with a casting time of 10 minutes or less, expend an action point and an encounter power of the ritual's level or less. The ritual's effect occurs at the end of your next turn. Until this time, you may only take a move or minor action. If you are damaged during this time, you must make a saving throw or the ritual fails. Special: You must have skill focus of the ritual's key skill Something like this might work... it means others have to protect the caster and they have to pay resources with a premium to use what is essentially another power option. [/QUOTE]
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