jpariury said:Who suggested that?Dan Nickname Beshers said:Ignoring the ritual rules
I'd suggest they re-read the rule that says plot may alter the result at their discretion.
doverman said:We recently actually had a ritual succeed but the end result was that they failed to meet the end goal. They summoned the wrong gorram artifact! In that case, if the ritual had failed via roll I could see plot fudging the result. They needed the artifact to fix things and win the day (*huzzah!*). In this case it was player mistake which caused the icky result and the plot not being solved.
Pretty sure I said that...Ezri said:That power is reserved for being used for plot, not stuff. If that was the doohickey that would have saved the weekend it would be a different story.
jpariury said:Pretty sure I said that...Ezri said:That power is reserved for being used for plot, not stuff. If that was the doohickey that would have saved the weekend it would be a different story.
Dan Nickname Beshers said:Basically to back up what others have said: as a plot person in NH since 2003, it's always dangerous to hinge a weekend on a die roll. Certainly you can provide ritual casters with ways to make things easier for the PCs, but if they HAVE to succeed, you're putting a lot of people's weekends down to hoping against a bad die roll. For a LARP, that's really not ever a good thing.
Tyson said:Out of curiosity, is there anything else in the game that the player could do everything 100% correct and have the character still fail?
I'm sure there is/was good reason for it, but could someone explain why rits involve a die roll? Or at least why there's always that 1 in 10 chance of failure? It just seems arbitrary and random compared to everything else in the game, which revolves around the character's success depend on the player's actions.
Lurin said:Tyson said:Out of curiosity, is there anything else in the game that the player could do everything 100% correct and have the character still fail?
I'm sure there is/was good reason for it, but could someone explain why rits involve a die roll? Or at least why there's always that 1 in 10 chance of failure? It just seems arbitrary and random compared to everything else in the game, which revolves around the character's success depend on the player's actions.
I think its a fair balance for what is really the 'Uber-craft' ability to always have a chance of backlash. While its a unique mechanic of failure chance, its also by far the most sweeping ability in range of effects/potential gain. To remove the chance for failure would tilt the balance significantly.
In all fairness for alot of rituals you can get a no chance to fail, just spellcraft it and accept the lessar duration/effect.
Dan Nickname Beshers said:It's also the most regulated PC skill in the game, by far. If your treasure guy(gal) chooses to disallow some scrolls, your build is devalued. If they just happen to like putting out pre-cast items, it devalues your build. If the RNG decides this is the Year of the Lore Ritual, it devalues your build. Arguably, every other PC that takes levels in rit is devaluing your build.