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WotC sayz "People don't use rituals much" - O RLY?
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<blockquote data-quote="Hadrian the Builder" data-source="post: 5662209" data-attributes="member: 73776"><p>I don't like grouping rituals in terms of chronological scope of utility, such as combat vs. adventuring day.</p><p></p><p>Using knock, (again!), for example: Letting it work all day won't really affect the narrative, since either the thief or the ritual caster was going to open all those doors anyways. But, if the caster does all the work, then the thief gets his toes stepped on. And that's an often cited problem under the older editions. (which you did acknowledge, I saw)</p><p></p><p>I think the trend should be towards reducing restrictions. Let players try those rituals at any time, including in combat. Maybe they'll come up with a creative use of of Animal Friendship or Leomund's Secret Chest in the middle of an encounter.</p><p></p><p>If you're going to let a player focus on one skill (such as arcana), and then let him use that skill in place of one (such as diplomacy) that he has not invested in, then it needs to limit the effectiveness of the player in the second skill compared to the player that actually focused on diplomacy. And I don't think it's enough to make it cost more, regardless of the resource used for accounting. </p><p></p><p>That said, I agree that putting an adventuring day cost on a ritual, such as a healing surge, will make casters think carefully about using rituals during an adventure. But since some classes are so limited in surges, I think that hit points are a grainier option.</p></blockquote><p></p>
[QUOTE="Hadrian the Builder, post: 5662209, member: 73776"] I don't like grouping rituals in terms of chronological scope of utility, such as combat vs. adventuring day. Using knock, (again!), for example: Letting it work all day won't really affect the narrative, since either the thief or the ritual caster was going to open all those doors anyways. But, if the caster does all the work, then the thief gets his toes stepped on. And that's an often cited problem under the older editions. (which you did acknowledge, I saw) I think the trend should be towards reducing restrictions. Let players try those rituals at any time, including in combat. Maybe they'll come up with a creative use of of Animal Friendship or Leomund's Secret Chest in the middle of an encounter. If you're going to let a player focus on one skill (such as arcana), and then let him use that skill in place of one (such as diplomacy) that he has not invested in, then it needs to limit the effectiveness of the player in the second skill compared to the player that actually focused on diplomacy. And I don't think it's enough to make it cost more, regardless of the resource used for accounting. That said, I agree that putting an adventuring day cost on a ritual, such as a healing surge, will make casters think carefully about using rituals during an adventure. But since some classes are so limited in surges, I think that hit points are a grainier option. [/QUOTE]
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WotC sayz "People don't use rituals much" - O RLY?
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