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Wizards in 4E have been 'neutered' argument...
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<blockquote data-quote="Garthanos" data-source="post: 4988235" data-attributes="member: 82504"><p>Wizards get rituals for free periodically throughout there career and even if everyone "can" ... most wont it costs them a feat and they need to know arcana or religion ...so unless being wizardly is part of there character concept they have better uses for the feats. There is a feat that makes all rituals based off an arcanists best skill. Wizards are THE go to guy for rituals.</p><p></p><p> </p><p>Some of the nice rituals take a whopping 10 minutes.... </p><p>If you aren't in the middle of combat that is a trivial amount of time. and some have 24 hour effects Comprehend Language and Tensers floating disk for instance. Affect normal fire I call Gaian Pyromantic Attunement lasts 8 hours.</p><p>others 6 and 4 hours... When you gain hours of effects the complaining about the 10 minute casting times you see on those examples seems kind of ...well I am not sure what exactly to call it.</p><p></p><p style="text-align: center"></p> <p style="text-align: center">A ritual is a cool thing.</p> <p style="text-align: center"><img src="http://www.goodman-games.com/images/RitualsCover.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p> <p style="text-align: center">picture courtesy of goodman games...</p> <p style="text-align: center"></p><p></p><p>Ritual casters really can do massive things already, cheapening them by making them seem easy doesn't sound cool to me.</p><p></p><p>But some of the effects are not long term or large scale... what about those?</p><p></p><p>Here is a theory .... </p><p>One of the reasons they have limits is so you cant easily and completely over shadow roles from other classes, by grabbing the right three rituals (knock passwall ... whatever) you probably cannot do the rogues job better than a rogue ... you are slower than the rogue and it takes the right ingredients (aka money). But if you don't have a rogue in the party? those rituals are still very useful (the money is eventually inconsequential and the time is usually inconsequential but you aren't squatting all over another archetypes classic abilities quite as badly)... But.... you didn't have to spend the feat to take thievery - so you still have all your wizard awesome going on... and can spend it on say Expand Spell to increase the area of effect of your magics that feature a lot of the time in D&D. </p><p></p><p>I recommend house ruling things especially to make rituals flavor nice for your personal game world I recommend it massively but I recommend taking care. </p><p></p><p>I made raise the dead high enough level (16) and involve quests into a dangerous astral like grey realm by those who know the subject most so its intimidating.</p></blockquote><p></p>
[QUOTE="Garthanos, post: 4988235, member: 82504"] Wizards get rituals for free periodically throughout there career and even if everyone "can" ... most wont it costs them a feat and they need to know arcana or religion ...so unless being wizardly is part of there character concept they have better uses for the feats. There is a feat that makes all rituals based off an arcanists best skill. Wizards are THE go to guy for rituals. Some of the nice rituals take a whopping 10 minutes.... If you aren't in the middle of combat that is a trivial amount of time. and some have 24 hour effects Comprehend Language and Tensers floating disk for instance. Affect normal fire I call Gaian Pyromantic Attunement lasts 8 hours. others 6 and 4 hours... When you gain hours of effects the complaining about the 10 minute casting times you see on those examples seems kind of ...well I am not sure what exactly to call it. [CENTER] A ritual is a cool thing. [IMG]http://www.goodman-games.com/images/RitualsCover.jpg[/IMG] picture courtesy of goodman games... [/CENTER] Ritual casters really can do massive things already, cheapening them by making them seem easy doesn't sound cool to me. But some of the effects are not long term or large scale... what about those? Here is a theory .... One of the reasons they have limits is so you cant easily and completely over shadow roles from other classes, by grabbing the right three rituals (knock passwall ... whatever) you probably cannot do the rogues job better than a rogue ... you are slower than the rogue and it takes the right ingredients (aka money). But if you don't have a rogue in the party? those rituals are still very useful (the money is eventually inconsequential and the time is usually inconsequential but you aren't squatting all over another archetypes classic abilities quite as badly)... But.... you didn't have to spend the feat to take thievery - so you still have all your wizard awesome going on... and can spend it on say Expand Spell to increase the area of effect of your magics that feature a lot of the time in D&D. I recommend house ruling things especially to make rituals flavor nice for your personal game world I recommend it massively but I recommend taking care. I made raise the dead high enough level (16) and involve quests into a dangerous astral like grey realm by those who know the subject most so its intimidating. [/QUOTE]
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