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Why does 5E SUCK?
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<blockquote data-quote="pemerton" data-source="post: 6659515" data-attributes="member: 42582"><p>[MENTION=22779]Hussar[/MENTION], [MENTION=2067]Kamikaze Midget[/MENTION] - when you were playing Dark Sun, did your GM not follow the advice about nerfing Exploration rituals?</p><p></p><p>From p 116 of the Dark Sun campaign book:</p><p></p><p style="margin-left: 20px">Some rituals are unsuitable for the Dark Sun setting. A few rituals make life in Athas’s harsh environment too forgiving. Others allow travel or communication that is too easy. This section provides an overview of how rituals are harder, less useful, or unavailable on Athas. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">In a Dark Sun campaign, the Dungeon Master should provide oversight of the rituals to which characters have access. A Dungeon Master can use this section to determine whether to allow or how to alter rituals in the Dark Sun setting, rather than providing the players with an exhaustive list of prohibited or permitted rituals. Any player whose character can perform rituals should consult his or her Dungeon Master before taking or using a particular ritual.</p><p></p><p>The bit that I've elided calls out a whole lot of rituals, by category and/or effect, and discusses how they might be handled. Phantom Steeds isn't specifically mentioned, but would seem to be well within the bounds of the second paragraph that I've quoted.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6659515, member: 42582"] [MENTION=22779]Hussar[/MENTION], [MENTION=2067]Kamikaze Midget[/MENTION] - when you were playing Dark Sun, did your GM not follow the advice about nerfing Exploration rituals? From p 116 of the Dark Sun campaign book: [indent]Some rituals are unsuitable for the Dark Sun setting. A few rituals make life in Athas’s harsh environment too forgiving. Others allow travel or communication that is too easy. This section provides an overview of how rituals are harder, less useful, or unavailable on Athas. . . . In a Dark Sun campaign, the Dungeon Master should provide oversight of the rituals to which characters have access. A Dungeon Master can use this section to determine whether to allow or how to alter rituals in the Dark Sun setting, rather than providing the players with an exhaustive list of prohibited or permitted rituals. Any player whose character can perform rituals should consult his or her Dungeon Master before taking or using a particular ritual.[/indent] The bit that I've elided calls out a whole lot of rituals, by category and/or effect, and discusses how they might be handled. Phantom Steeds isn't specifically mentioned, but would seem to be well within the bounds of the second paragraph that I've quoted. [/QUOTE]
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