The ideas are interesting, if somewhat likely to be unplayable, in practice.
Admittedly, I think they'd work a lot better in fiction than in an RPG. Those pesky players!
And any class that can use rituals must decide when it's worth spending the cash and time on a ritual (the category where "spells you quest for" is going, as well as most spells that you want available but which either you don't want to cast during combat, or don't want people casting during combat -- remove disease, teleport, identify, etc).
I'm not sure about the rest of it (it looks viable enough in abstract, but it does hinder the players who just want to play a straight up Fighter or Rogue and not resource manage) but splitting out spells into combat and rituals could be very useful. A break from previous versions of the game - larger than anything we saw in 3E's spellcasting - but useful
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Date: 2008-01-13 12:44 pm (UTC)Admittedly, I think they'd work a lot better in fiction than in an RPG. Those pesky players!
And any class that can use rituals must decide when it's worth spending the cash and time on a ritual (the category where "spells you quest for" is going, as well as most spells that you want available but which either you don't want to cast during combat, or don't want people casting during combat -- remove disease, teleport, identify, etc).
I'm not sure about the rest of it (it looks viable enough in abstract, but it does hinder the players who just want to play a straight up Fighter or Rogue and not resource manage) but splitting out spells into combat and rituals could be very useful. A break from previous versions of the game - larger than anything we saw in 3E's spellcasting - but useful
Thankks for the explanation.