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5 months ago ::
Jan 18, 2013 - 10:43AM
#11
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Date Joined:
Dec 19, 2012
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Based on what the rules say: 1) A cleric (or non-scholar wizard) can only cast a ritual version of a spell he has prepared 2) It uses a spell slot when he does.
Maybe there is a mistake, but several spells work differently when cast as a ritual. It may be that they want clerics to be able to use those alternate effects if they want.
Jaelis you're right... i was adding in a wizard tradition. But I don't see in cleric or under ritual where it defines that it uses a spell slot.
Can you direct me to the verbage?
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5 months ago ::
Jan 18, 2013 - 10:49AM
#12
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Date Joined:
Dec 19, 2012
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I understand that the gp cost of rituals in 4e was not felt to be a balancing issue but in our campaigns we never felt that rituals overshadowed anything. That might be because we did not purchase them tactically, we just dished them out based on the pre-4e versions of our PCs.
I don't think the design of rituals is very good in 5e yet. Some of the rituals seem to equate to auto-sucess at tasks and I thought the enhanced skill rolls of 4e seemed far more sensible (although only have a point if there is a cost beyond spending time to cast rituals). Using up a spell slot seems counter-intuitive and won't leave any room for ritual casters from other classes to overcome the point of rituals in the first place. There is nothing wrong with requiring clerics to have ritual versions of spells in a ritual book and limiting the number of rituals they can learn by reference to their level and wisdom. Or have core rituals that all clerics can use and allow them limited access to a deity-specific list of other rituals.
I also don't have an issue with class-specific rituals but I think that access to batches of related rituals should be purchasable with feats so that we can go back to having Agravaan, our intelligent knight who pores over ancient texts trying to decipher prophecies without him having to take high levels in wizard or cleric to use his knowledge.
So my 2gp worth is to say keep some kind of cost, whether gold, hit points, or humanoid sacrifice, keep ritual books, limit the number of rituals any PC can know, and possibly allow access to a core of rituals but make all the others knowable only through feats.
Which rituals equate to auto success? IE banishment still requires a saving throw, others still have gp costs ect.
Additionally, the idea of cost with a ritual is taken with time, imho. You're trading off the ability to cast an additional spell that you otherwise wouldn't have access to with the downside that it takes 10 minutes.
I dont understand why an additional 'cost' would need to be added. Or let me say it anotherway... in what way could rituals be manipulated to damage the player experiance or break a game?
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5 months ago ::
Jan 18, 2013 - 11:45AM
#13
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Date Joined:
Apr 12, 2004
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Based on what the rules say: 1) A cleric (or non-scholar wizard) can only cast a ritual version of a spell he has prepared 2) It uses a spell slot when he does.
Maybe there is a mistake, but several spells work differently when cast as a ritual. It may be that they want clerics to be able to use those alternate effects if they want.
Jaelis you're right... i was adding in a wizard tradition. But I don't see in cleric or under ritual where it defines that it uses a spell slot.
Can you direct me to the verbage?
The ritual rules (How To Play, page 21, 24) consistently refer to "casting a spell as a ritual." Seems hard not to conclude that when you cast a spell as a ritual, you are indeed casting it.
The spellcasting class abilities says that when you cast a spell, you expend a spell slot. Since you cast a spell when you cast it as a ritual, you must expend a spell slot.
Again, I'm not sure whether this is what they really intended, but it seems the only reasonable way to interpret the rules as they currently read.
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5 months ago ::
Jan 18, 2013 - 11:51AM
#14
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Date Joined:
Dec 19, 2012
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got it... I think you're reading it too literally.
What is the benefit of casting a spell as a ritual if you both have to prepair it and it takes up a spell slot. Why not just cast it normally and save yourself 10 min?
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5 months ago ::
Jan 18, 2013 - 12:06PM
#15
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Date Joined:
Jan 21, 2004
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Which rituals equate to auto success? IE banishment still requires a saving throw, others still have gp costs ect.
Additionally, the idea of cost with a ritual is taken with time, imho. You're trading off the ability to cast an additional spell that you otherwise wouldn't have access to with the downside that it takes 10 minutes.
I dont understand why an additional 'cost' would need to be added. Or let me say it anotherway... in what way could rituals be manipulated to damage the player experiance or break a game?
I'm nervous at some of the spells that have now stepped away from the possibility of failure. Doubling skill dice even when not trained could be one way of adopting a posibilty of failure. I found the 4e version of long distance teleporting to be far more DM friendly than previous editions as well.
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5 months ago ::
Jan 18, 2013 - 12:27PM
#16
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Date Joined:
Mar 17, 2009
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Thank you, all, for your thoughts on this obscurely written class feature. I'm thinking that, for now, until this has been clarified by the designers, I will change the wording to something like: "You can cast as a ritual any spell to which you have access". Thoughts? I think that taking out the "prepared" word is key to clearing up the issue.
Cheers, Afet
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5 months ago ::
Jan 18, 2013 - 2:05PM
#17
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Date Joined:
Apr 12, 2004
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got it... I think you're reading it too literally.
What is the benefit of casting a spell as a ritual if you both have to prepair it and it takes up a spell slot. Why not just cast it normally and save yourself 10 min?
If you cast knock as a ritual, it is more powerful. If you cast teleport as a ritual 100 times, you can make a permanent circle. If you cast regeneration as a ritual, you get to be a total badass. :D
So the literal interpretation still provides some benefit, it's not completely senseless.
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5 months ago ::
Jan 18, 2013 - 7:47PM
#18
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Date Joined:
Dec 19, 2012
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Knock as a ritual is actually less powerfull.
" When you use knock as a ritual, you can open an object that requires DC 15 or lower check to open rather than DC 20."
Regenerate is the same as normal but also requires a troll heart and the bile of a purple worm. I'm not sure how often you'd have access to those components.
Teleport... well there's no contest, that's very cool. But it takes a year of casting the spell every day. There's definately some sacrifice going into these rituals.
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5 months ago ::
Jan 19, 2013 - 1:22PM
#19
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Date Joined:
Apr 12, 2004
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You're right, I misread knock. So either they didn't write what they meant, or else what they meant didn't make much sense. I guess it will get cleared up eventually.
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