Hi, my name is No Effect to Alchemy.evi1r0n said:I cherish the production folks at the two chapters I play. I almost exclusively buy from characters when possible. Enough alchemy can drop any PC. I mean any PC. In my experience alchemists are deadly, especially ones skilled enough to resupply quickly.
I think the ritual system is too ingrained to alter in that way, plus it would necessitate crafters. Crafters should get a consistent, optional benefit for themselves. Others already reap the benefit of crafters by having their stock available to them via friendship, trade/barter/purchase, or theft. As I see it, crafters are currently "old rules" ritualists without the heavy, but overall useful, prerequisites.Dan Nickname Beshers said:What if potent craftfolk were required for the casting or maximized casting of some rituals? For example, Arcane Armor required the assistance of a skilled blacksmith to create a suit larger than 15 points, Celestial Enchant rituals gained extra charges with a journeyman or master scroll maker helping out or a master potion brewer could use Skill Store rits to create potions of racial skills, such as resist element or break command.
Dan Nickname Beshers said:What if potent craftfolk were required for the casting or maximized casting of some rituals? For example, Arcane Armor required the assistance of a skilled blacksmith to create a suit larger than 15 points, Celestial Enchant rituals gained extra charges with a journeyman or master scroll maker helping out or a master potion brewer could use Skill Store rits to create potions of racial skills, such as resist element or break command.
AllianceCHI said:It would be cool to have a liquid luck potion.... like a 1/ever dodge, or a ward scroll or a bunch of other cool ideas so long as it was limited in the same fashion ritual magic is and these abilities stayed weaker and more situational than ritual magic.
Libras said:I think the ritual system is too ingrained to alter in that way, plus it would necessitate crafters. Crafters should get a consistent, optional benefit for themselves. Others already reap the benefit of crafters by having their stock available to them via friendship, trade/barter/purchase, or theft. As I see it, crafters are currently "old rules" ritualists without the heavy, but overall useful, prerequisites.Dan Nickname Beshers said:What if potent craftfolk were required for the casting or maximized casting of some rituals? For example, Arcane Armor required the assistance of a skilled blacksmith to create a suit larger than 15 points, Celestial Enchant rituals gained extra charges with a journeyman or master scroll maker helping out or a master potion brewer could use Skill Store rits to create potions of racial skills, such as resist element or break command.
That doesn't reward crafters. It necessitates them and punishes ritualists who just got a well-deserved buff. The demand created by your proposal is artificial and obligates at least one PC to fulfill that role. Ritualists were in the same "obligated role" boat a few years ago and now you can find a ritualist because ritual levels are good even when not performing rituals.Talen said:Libras said:I think the ritual system is too ingrained to alter in that way, plus it would necessitate crafters. Crafters should get a consistent, optional benefit for themselves. Others already reap the benefit of crafters by having their stock available to them via friendship, trade/barter/purchase, or theft. As I see it, crafters are currently "old rules" ritualists without the heavy, but overall useful, prerequisites.Dan Nickname Beshers said:What if potent craftfolk were required for the casting or maximized casting of some rituals? For example, Arcane Armor required the assistance of a skilled blacksmith to create a suit larger than 15 points, Celestial Enchant rituals gained extra charges with a journeyman or master scroll maker helping out or a master potion brewer could use Skill Store rits to create potions of racial skills, such as resist element or break command.
There's nothing saying you couldn't make production items part of the required components for a ritual, and exceptional rituals taking exceptionally crafted components to do so.
If an armor ritual actually consumed a suit of the same cost in points, for example to cast- or a damage aura consumed a well-crafted sword or hammer to give the magic an form to put on the enchanted weapon.
Libras said:That doesn't reward crafters. It necessitates them and punishes ritualists who just got a well-deserved buff. The demand created by your proposal is artificial and obligates at least one PC to fulfill that role. Ritualists were in the same "obligated role" boat a few years ago and now you can find a ritualist because ritual levels are good even when not performing rituals.
Just buff crafters, period.
dragonfire8974 said:but that punishes low level characters who can't afford arcane armor
Maxondaerth said:If we went back to breaching armor, I'd much rather see it go to a system of "This suit of armor can be refit from 0 ten times before it becomes unusable" instead of the gradual -2 pt every time. Make it a tag like arrows with ten tabs and the value at the top, when you hit the top, get new suit. The progressive downgrade is really hard on low level characters.