Add the following text to the Spellcrafting section of the Store Ability Ritual:
Spellcrafting:
Adjust the Spellcrafting paragraph in the Benefits section on page 12 of the 2.1.2 ARB to read:
Spellcrafting: 2 gold, maximum of 1 purchase. This bonus allows a character to purchase a single spellcrafted ritual effect expending components and additional resources (if any) as required by the ritual, as long as they have the appropriate Ritual Scroll. Rituals that require access to specific resources (such as locations, an active circle of power, skills, or NPCs) should be worked out with the plot team ahead of time. Effects Spellcrafted in this fashion must obey all the standard Spellcrafting restrictions.
Summary: Add Spellcrafting to the Store Ability Ritual
Vote: Add Spellcrafting to the Store Ability Ritual [FAIL - 63.6% Nay]
The following chapters voted for this policy: New Hampshire, Gettysburg
The following chapters voted against this policy: Crossroads, Northeast Pennsylvania, Minnesota, California-Arizona, Atlanta, Virginia, Chicago
Synopsis of conversations:
Conversation against included reducing rules/treasure bloat, reducing the amount of Store Ability scrolls in circulation through use and therefore needing to account for Store Ability. Concerns also touched on mass availability of reagents for Spellcrafting through goblin stamps, driving power disparity between those with the means to acquire reagents for spellcrafting if the scroll itself is not fully used through casting and cycled out of the game. The play pattern of individuals dumping end of LP spells into Spell Stores for the next logistics period was expected to hold over into spellcrafted Store Ability targets if spellcrafting was added to the scroll. Further encouragement of metagaming with players holding skills which could be placed into a Store Ability and having it spellcrafted onto their body to maintain an advantage into typical Saturday Night major fights was touched upon, with the advantage being consistently repeatable if spellcrafting was added to Store Ability. The expanded avenues given by a spellcrafted Store Ability to grant a character access to daily skills which they have not gained through experience, and its repeatability through spellcrafting, was also raised as a concern.
Conversation for the inclusion of spellcrafting to Store Ability included the opportunity for individuals to utilize treasure and high magic allocation to support other players. The point was also raised that one character could not have multiple spellcraft Store Ability items on their person due to the target being restricted to Body only. Supporting conversation also raised the point that the number of stored abilities (specifically Dodge) in the overall player population could not change and should not impact monster creation due to the requirement to expend the ability to make the spellcrafted Store Ability magic item. In response to concerns regarding the potential for spellcrafting advantaging groups with hoards of treasure, conversations for centered around the utility of a spellcrafted Store Ability to grant newer players without resources a small but meaningful advantage. Game feel and customer satisfaction were also raised as points in favor.
Spellcrafting:
Spellcraft Difficulty: | 1 (Target must be Body) |
Spellcraft Cost: | 1 |
Spellcraft Duration: | 5 days |
Spellcraft Incant: | I CALL UPON THE POWER OF <aspect> MAGIC TO CRAFT THE STORE ABILITY <declare choices> RITUAL |
Adjust the Spellcrafting paragraph in the Benefits section on page 12 of the 2.1.2 ARB to read:
Spellcrafting: 2 gold, maximum of 1 purchase. This bonus allows a character to purchase a single spellcrafted ritual effect expending components and additional resources (if any) as required by the ritual, as long as they have the appropriate Ritual Scroll. Rituals that require access to specific resources (such as locations, an active circle of power, skills, or NPCs) should be worked out with the plot team ahead of time. Effects Spellcrafted in this fashion must obey all the standard Spellcrafting restrictions.
Summary: Add Spellcrafting to the Store Ability Ritual
Vote: Add Spellcrafting to the Store Ability Ritual [FAIL - 63.6% Nay]
The following chapters voted for this policy: New Hampshire, Gettysburg
The following chapters voted against this policy: Crossroads, Northeast Pennsylvania, Minnesota, California-Arizona, Atlanta, Virginia, Chicago
Synopsis of conversations:
Conversation against included reducing rules/treasure bloat, reducing the amount of Store Ability scrolls in circulation through use and therefore needing to account for Store Ability. Concerns also touched on mass availability of reagents for Spellcrafting through goblin stamps, driving power disparity between those with the means to acquire reagents for spellcrafting if the scroll itself is not fully used through casting and cycled out of the game. The play pattern of individuals dumping end of LP spells into Spell Stores for the next logistics period was expected to hold over into spellcrafted Store Ability targets if spellcrafting was added to the scroll. Further encouragement of metagaming with players holding skills which could be placed into a Store Ability and having it spellcrafted onto their body to maintain an advantage into typical Saturday Night major fights was touched upon, with the advantage being consistently repeatable if spellcrafting was added to Store Ability. The expanded avenues given by a spellcrafted Store Ability to grant a character access to daily skills which they have not gained through experience, and its repeatability through spellcrafting, was also raised as a concern.
Conversation for the inclusion of spellcrafting to Store Ability included the opportunity for individuals to utilize treasure and high magic allocation to support other players. The point was also raised that one character could not have multiple spellcraft Store Ability items on their person due to the target being restricted to Body only. Supporting conversation also raised the point that the number of stored abilities (specifically Dodge) in the overall player population could not change and should not impact monster creation due to the requirement to expend the ability to make the spellcrafted Store Ability magic item. In response to concerns regarding the potential for spellcrafting advantaging groups with hoards of treasure, conversations for centered around the utility of a spellcrafted Store Ability to grant newer players without resources a small but meaningful advantage. Game feel and customer satisfaction were also raised as points in favor.
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