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13:28, 25th April 2024 (GMT+0)

Modifying Rituals.

Posted by engineFor group 0
engine
GM, 21 posts
Sun 28 May 2017
at 22:33
  • msg #1

Modifying Rituals

A thread for discussing how to make rituals themselves different.
cooneydad
player, 2 posts
Wed 10 Oct 2018
at 20:22
  • msg #2

Modifying Rituals

Key question: why would you? I love how Rituals work. The only thing I have ever tweaked is to make them go faster or slower based on rolls for story reasons.
engine
GM, 122 posts
Thu 11 Oct 2018
at 17:23
  • msg #3

Re: Modifying Rituals

cooneydad:
Key question: why would you? I love how Rituals work. The only thing I have ever tweaked is to make them go faster or slower based on rolls for story reasons.

For some of the reasons mentioned in the other rituals thread. Speed and timing are one factor, but one key one was "balance" for lack of a better word, with other rituals and other options. Some feel that some rituals are too inefficient for their level and cost compared to other rituals, and that other options would always outweigh them.
cooneydad
player, 7 posts
Thu 11 Oct 2018
at 21:21
  • msg #4

Re: Modifying Rituals

Not a reason to change the system. Maybe individual rituals could be tweaked, but I always felt that the time to cast was a strength. The WOTC designers for 5e felt so, too, since they kept the mechanic if applying it to memorized spells instead.
engine
GM, 123 posts
Thu 11 Oct 2018
at 21:27
  • msg #5

Re: Modifying Rituals

cooneydad:
Not a reason to change the system. Maybe individual rituals could be tweaked, but I always felt that the time to cast was a strength. The WOTC designers for 5e felt so, too, since they kept the mechanic if applying it to memorized spells instead.

Does 5th Edition handle time in any different way? The odd thing for me about rituals is that once things aren't listed in rounds or last longer than a short rest and shorter than a few hours, there's no clear way to make the time matter. One could decide that there are wandering monsters every 10 minutes, or something, but I don't remember seeing any rules guidance on that.

Some people probably track minutes or maybe hours in their games, but I've never seen it, so I don't know how it could all go together. I'll recheck the DMG.
cooneydad
player, 8 posts
Fri 12 Oct 2018
at 11:20
  • msg #6

Re: Modifying Rituals

engine:
Does 5th Edition handle time in any different way? The odd thing for me about rituals is that once things aren't listed in rounds or last longer than a short rest and shorter than a few hours, there's no clear way to make the time matter. One could decide that there are wandering monsters every 10 minutes, or something, but I don't remember seeing any rules guidance on that.


I'm puzzled by this statement. The rules state pretty clearly that the ritual takes "ten minutes longer to cast than normal." So, if you're casting Alarm, it would take 11 minutes and not use up a spell slot. Duration would be the same, everything else would be the same. Elegant and straightforward :-)

The rituals in 4e are interesting for the same reason that they're more complex: they are their own distinct thread, something you keep track of and have to learn distinctly. That's also why I've avoided them in a player--the more things I have to keep track of on a character, the worse things are for me. The slayer fighter is my favorite class for a reason. :-)
engine
GM, 124 posts
Fri 12 Oct 2018
at 15:28
  • msg #7

Re: Modifying Rituals

cooneydad:
I'm puzzled by this statement.

Yes, it would be a puzzling thing for me to say, if I played 5th Edition. But I don't and have no plans to.
cooneydad
player, 9 posts
Sat 13 Oct 2018
at 11:51
  • msg #8

Re: Modifying Rituals

Ah, well, then I'm not puzzled anymore. :-)

I have a hard time wrapping my brain around the idea of not trying different D&D systems. I've been dabbling in RPGs for a long time and have a hard time imagining myself stuck with one. I did live very happily within the confines of d20/3.5 for a while, but that was mostly because I did 98% of my gaming in Organized Play contexts in those days (Living Greyhawk, Mark of Heroes, Blackmoor MMRPG etc.)
engine
GM, 125 posts
Sat 13 Oct 2018
at 14:50
  • msg #9

Re: Modifying Rituals

In reply to cooneydad (msg # 8):

I did try it, and I didn't care for it. I no longer care for past editions either. I'll consider any new ones if and when they arise.
jacktannery
player, 16 posts
Wed 17 Oct 2018
at 13:18
  • msg #10

Re: Modifying Rituals

In my last big 4E game I DMd, I made all rituals free and gave all heroic out rituals for free to everyone. No one used them! So I think making them all free and very easily available would be an improvement and not unbalancing.

To make them more likely to be used, why not allow each PC to pick a single ritual or martial practice each time they level up to use for free. That way they actually have to consider which one they want, and are more likely to use it.

That's the only improvement I would make to the 4E system, which I do think is very elegant overall.

Hi, I'm back by the way after a long absence.
cooneydad
player, 10 posts
Wed 17 Oct 2018
at 16:29
  • msg #11

Re: Modifying Rituals

jacktannery:
In my last big 4E game I DMd, I made all rituals free and gave all heroic out rituals for free to everyone. No one used them! So I think making them all free and very easily available would be an improvement and not unbalancing.


See, if I wanted people to use rituals, I'd make skill challenges contingent on them. If I thought that would be fun, mind you, which it might be for the right players.

quote:
Hi, I'm back by the way after a long absence.


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