Thanks for the critical commentary on my brainstorming. I hope my responses don't come across as gruff, but I don't have time for a better response right now.
They still have to buy the rituals to learn them. Or at the very least, any in addition to the one per level.
Again, non-ritualists cant throw some gold down a hole, and get to scry, scry, speak with dead, etc. The cost *is* minimal to get a bunch of additional non-combat utility. Part of 4th editions design is SPECIFICALLY to shift power away from casters being the dominant narrative voice.
If there were no rituals at all, casters would still have the same tools as everyone else. Skills, powers, ability checks, etc.
Rituals are essentially a freebie. Its by design that they arent super awesome. Even if you never touch them, you've lost nothing. If you feel they arent useful, dont use them.
Even in 4e, there are plenty of parties that take rests to restore blow dailies. This is an issue that belongs to the DM, not to the system.
During combat days, yes. We're talking non-combat utility there. World building. Narrative shaping. During downtime, all party members should have roughly the same impact on the storyline. But when you have a guy tossing out tons of magical effects, it creates imbalances. Its why things like surges arent a good resource to limit magic's impact.
Reign supreme in what? Based on the responses I've gotten earlier, I've adjusted the idea so that casters aren't as good as the experts.
What experts? The guy with a gather information so high he can speak with the dead? The guy whose heal skill can raise the dead? The guy with the athletics check so high he can fly? Rituals do more than just replicate a few skills. If all you want to do is perform a skill... take the skill and call it magic. That 1/2 level bonus wizards get reflects their training, fluff it as magic.
For rituals with a combat effect, players still have their powers.
And given that the system is designed to produce 5-6 rounds of combat, there's an inherent limit on the number of rituals a caster will get off. Especially since the caster's powers are optimized for combat and are probably a better choice.
Again, its an extra tier of abilities. The ritualist ALSO has powers. There should be no combat rituals, period.
With respect, this strikes me as exaggerated. I don't think you're giving enough weight to the suggested limitations.
No, because the limitations are some nebulous "we'll be sure not to step on anyone's toes, but still be good enough to use all the time". So a limiatation that's not really a limitation doesnt count. If the gold and time are preventing you from using rituals frequently, then balance has been struck. You want extra powers? Spend precious and limited character resources on them.
The generally accepted trade-off for versatility is depth of expertise. It doesn't have to be speed or expense. In my opinion, part of the problem with the current ritual system is the type of trade-off it offers. Most players would seem to agree, which is why they don't get used much.
Most players dont. See, we can both imply we've got the majority on our side.
I read this as an ad hominem argument. Is that your intent?
Take it how you will. Previous editions spoiled casters to no end by making them center stage, magic the go-to solution, and the driving focus of the party's problem solving abilities. When 4th edition rolled around, they reacted like brats, and have been trying to cram extra power back in casters ever since. The holws of rage at being forced down to a level playing field were music to my ears. There's really no justification for giving casters another suite of abilities to call on easily. Previous editions poor balance is no reason to drag it back into this one.