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WotC sayz "People don't use rituals much" - O RLY?
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<blockquote data-quote="Nemesis Destiny" data-source="post: 5645785" data-attributes="member: 98255"><p>My own experience with Rituals in the game basically supports the prevailing opinion that as presented, they're just not worth it. So my group has experimented with ways of changing that.</p><p></p><p>Rituals cost money to buy, and the caster must maintain (one-time purchase) a "ritual kit" equal to the casting cost of the most expensive ritual they know, but beyond that, ritual use only costs healing surges to cast. We've scaled the surge cost to level, so that a ritual sufficiently below your character level eventually becomes free to cast. This has proven quite successful - characters in our games use rituals ALL the time.</p><p></p><p>The biggest issue has been the fact that they still take too long to use in many cases. Why would a group spend 10 minutes casting a convenience ritual when they could accomplish the same thing in half the time with a minor inconvenience? The only answer I can come up with is that it keeps the pace of the game up. In this example scenario, the party needed to cross a river to continue pursuit of their enemy, so the mage cast Lower Water to allow them to cross, but that took 10 minutes. In character, it would likely have been faster to wade across or something, but in game, that would have taken a lot of player back-and-forth ("DM, may I?" type stuff), but the ritual? That took 10 seconds ("I cast Lower Water so we can cross the swift-flowing river without risk.") Done.</p><p></p><p>So from our experience, the timing needs work, in addition to the ridiculous costs. We all felt that they should still cost <em>something</em>, and liked the aesthetic of components and foci. Adjusting the time cost will be trickier though - you don't want to create instantaneous scry-buff-teleport issues again - and you don't want to create potential for abuse in other ways either.</p></blockquote><p></p>
[QUOTE="Nemesis Destiny, post: 5645785, member: 98255"] My own experience with Rituals in the game basically supports the prevailing opinion that as presented, they're just not worth it. So my group has experimented with ways of changing that. Rituals cost money to buy, and the caster must maintain (one-time purchase) a "ritual kit" equal to the casting cost of the most expensive ritual they know, but beyond that, ritual use only costs healing surges to cast. We've scaled the surge cost to level, so that a ritual sufficiently below your character level eventually becomes free to cast. This has proven quite successful - characters in our games use rituals ALL the time. The biggest issue has been the fact that they still take too long to use in many cases. Why would a group spend 10 minutes casting a convenience ritual when they could accomplish the same thing in half the time with a minor inconvenience? The only answer I can come up with is that it keeps the pace of the game up. In this example scenario, the party needed to cross a river to continue pursuit of their enemy, so the mage cast Lower Water to allow them to cross, but that took 10 minutes. In character, it would likely have been faster to wade across or something, but in game, that would have taken a lot of player back-and-forth ("DM, may I?" type stuff), but the ritual? That took 10 seconds ("I cast Lower Water so we can cross the swift-flowing river without risk.") Done. So from our experience, the timing needs work, in addition to the ridiculous costs. We all felt that they should still cost [I]something[/I], and liked the aesthetic of components and foci. Adjusting the time cost will be trickier though - you don't want to create instantaneous scry-buff-teleport issues again - and you don't want to create potential for abuse in other ways either. [/QUOTE]
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WotC sayz "People don't use rituals much" - O RLY?
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