Draven
Count
This ritual is one of the few rituals I've been excited about, but I finally had to admit to myself that this ritual is utterly gamebreaking as is.
It doesn't sound like it at first glance. Especially with Bane rits going away, y'know. But, as written, this ritual will absolutely be too powerful because of its insane synergy with the following two words:
"Racial Dodge."
Dodge is going to become the biggest kyn skill ever. Any kyn built for skill efficiency will have it. Resists are cheaper, but niche. Some things -can't- be Resisted, but Dodge cares not. There's a reason that the most popular skill store is Dodge. Dodge is love. Dodge is life.
This ritual pairs -far too well- with Dodge. It increases the value of a skill that already has arguably too much value.
Recommended fixes:
1) Prohibit Racial and Stored abilities from being able to power a Karma. This is my preferred solution, as the ritual would care only about the skills you have, or the spell protections your buddy gave you. This seems more in line with the intentions of the playtest.
2) Prohibit Dodge from being used to power a Karma. This would also fix the ultrapower of a Karma Dodge, though I feel that Rogues should have a slight edge.
3) Delete this ritual so it doesn't further increase the value of Dodge. I dislike this option, but I like choices.
It doesn't sound like it at first glance. Especially with Bane rits going away, y'know. But, as written, this ritual will absolutely be too powerful because of its insane synergy with the following two words:
"Racial Dodge."
Dodge is going to become the biggest kyn skill ever. Any kyn built for skill efficiency will have it. Resists are cheaper, but niche. Some things -can't- be Resisted, but Dodge cares not. There's a reason that the most popular skill store is Dodge. Dodge is love. Dodge is life.
This ritual pairs -far too well- with Dodge. It increases the value of a skill that already has arguably too much value.
Recommended fixes:
1) Prohibit Racial and Stored abilities from being able to power a Karma. This is my preferred solution, as the ritual would care only about the skills you have, or the spell protections your buddy gave you. This seems more in line with the intentions of the playtest.
2) Prohibit Dodge from being used to power a Karma. This would also fix the ultrapower of a Karma Dodge, though I feel that Rogues should have a slight edge.
3) Delete this ritual so it doesn't further increase the value of Dodge. I dislike this option, but I like choices.