Ritual Cap for Alliance Deadlands

The Alliance New Hampshire chapter will be instituting a policy to limit the number of magic items and cast ritual effects that are brought into our game. No player will be permitted to bring more than 40 total rituals into game with them upon initial logistics for a given weekend. It is considered to be part of good sportsmanship that a player will not bring in ritually enchanted items for the express purpose of handing them off to another player. Lending or exchanging of items is not forbidden, but is expected to be kept to what makes reasonable in game sense during the course of play.

Certain rituals are considered to be on the Exempted list; these rituals do not count against the 40 ritual cap in any way. They include Investiture, Mark, Cloak of Darkness, Preserve Duration and Permanent Duration, and any rituals flagged as Role Play Only, such as Cosmetic Transformation.

Certain rituals are considered to be on the Limited list; the total number of these rituals per player is capped at 20. Any limited rituals a player brings to game will still count against the 40 ritual total cap. The Limited list includes Bane, Cloak, and any Enchant, Expanded Enchant or Channel Spell of Prison.

As an example, Necalli the Sarr fighter wants to bring in a longsword with 20 rituals on it and a shield with 15. The longsword has 14 rituals from the Limited list: 4 Spellstrike Prisons and 10 Cloaks against Summoned Force. It also has Permanent Duration and Cloak of Darkness, which are Exempted. His Shield has 8 rituals from the Limited list: 6 Cloaks against Healing and 2 Banes against Flame. Necalli cannot bring both his sword and shield into game, because together they would have 22 total Limited items. Necalli will have to leave his shield out of game to keep his sword. He may still bring 22 more rituals into game, but no more than 6 from the Limited List.

This policy applies to items or ritual effects brought in at initial logistics. Items or ritual effects that were either found or created during the event in question are allowed for the duration of that event even if they would otherwise violate the policy. If a character is required to carry a ritually effected item that is considered an artifact and was given to them by plot, that item will not count against their 40 limit cap.

At this time no rituals are completely banned from the New Hampshire chapter, however the staff reserves the right to do so if we believe it to be necessary. We will be monitoring the policy going forward, and may change the Limited or Exempted lists although we will endeavor to be as fair as possible in doing so, both in the timing of and accessibility of any such announcement.

This policy is being implemented with a pair of goals in mind: to increase the challenge of some combat encounters while decreasing the complexity and power variance of all combat encounters. Any and all feedback is appreciated, but please do so by sending an email to deadlandsovermind@gmail.com or deadlandsrules@gmail.com with the subject "Ritual Cap Policy", or something of that nature.
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As a clarification: Per the text on the Ritual Scroll "All Master Constructs, once completed, are considered 20 Ritual Effect Items." This means they will be counted as 20 Ritual Items for purposes of this policy.
 
I'm a bit confused on the wording for the limited item list. Are all expanded enchantment items counted as limited? Or are only Activate Prison counted as Limited?
For instance, if I have Activate Death 10/day, Activate Life 10/day, and Activate Earth Storm 10/day. Can I bring all of these into game, or have to choose 2?

Also, do any effects gained from the Paragon packages count against those caps? For instance, the Tier 2 Dark Elf paragon grants 2 Magic Dispel Magic abilities.

~Joe
 
1.) The only Expanded Enchantment that is Limited, at present, is Prison. You must balance the number of Expanded Enchantment - Prison, Cloak, and Bane rituals into game against each other, and the total of all three may not exceed 20.

Per your example, you may bring all three of those items into game with no restriction, but if you do so, you will only be able to bring 10 more rituals into game.

2.) Effects gained from Paragon Packages do NOT count against the ritual cap in any way, either Limited or non-Limited. Similarly, effects gained from High Magic do NOT count against the ritual cap.
 
The Limited list currently contains only Cloaks, Banes and Prisons that use the Enchant, Expanded Enchant, or Channel Rituals. No, the Paragon Packages will not count towards the Ritual Cap, though they will be getting revamped as part of our new initiative. Please stand by for the updated Packages.
 
No more than 40 Rituals will be allowed in game, if you possess more than 40 Spirit Linked or Spirit Locked items then the items will not be allowed in. Items will not be allowed in the game for "Partial" use, either the item is entirely under the cap, or it will not be allowed into game.
 
One additional question, what about flaws that duplicate ritual effects? I have a vengeance with a flaw that grants me an additional cloak. Does that count as 1 ritual or 2?

~Joe
 
Any Flaw that reproduces a Ritual effect, IE a cloak or bane from a True Empowerment, will be counted as a Ritual for the purposes of the Ritual Cap.
 
As an example, Necalli the Sarr fighter wants to bring in a longsword with 20 rituals on it and a shield with 15. The longsword has 14 rituals from the Limited list: 4 Spellstrike Prisons and 10 Cloaks against Summoned Force. It also has Permanent Duration and Cloak of Darkness, which are Exempted. His Shield has 8 rituals from the Limited list: 6 Cloaks against Healing and 2 Banes against Flame. Necalli cannot bring both his sword and shield into game, because together they would have 22 total Limited items. Necalli will have to leave his shield out of game to keep his sword. He may still bring 22 more rituals into game, but no more than 6 from the Limited List.
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In this example would Necalli be able to bring in his sword for Friday - Saturday Logistics, and than at Saturday - Sunday Logistics swap out the sword to bring in the shield instead?
 
Yes, if you find that you would be better suited with a different set of magic items you are free to change what you are bringing into game at any Logistics period.
 
What happens when some one chooses not to bring in there spirit linked item/weapon and they perm?
 
Toddy- Every Times Ever ritual will count as an individual Ritual.

David- I'll get you a solid answer as soon as I can.
 
Yes, if you find that you would be better suited with a different set of magic items you are free to change what you are bringing into game at any Logistics period.

I'm guessing that along this same vein for "x ever" items: for each "ever" ability you use up Friday through Saturday afternoon, come Saturday evening logistics, that "ritual slot" is now open to be filled.

So, for example, a PC brings in items that add up to 40 rits worth on Friday night (20 of them being limited rits) with one item being a 5x ever Bane Command. Saturday morning the PC uses all 5 Bane Commands from that item. Come Saturday evening logistics, the PC's items add up to 35 rits worth (15 of them being limited rits). The PC may now bring in, at this Saturday logistics, 5 more rits (5 of which may be limited rits).

Would that be correct?
 
David- You may only choose to not bring a Spirit Linked/Locked item if you have over 40 Spirit targeting rituals and/or Spirit Linked/Locked items. You may never choose to not include your Spirit targeting rituals. If must bring any and all Spirit Linked/Locked items to game, even if you are not including them in your carried into game items, if you permanently die, these items will reform with your permanently dead body even if they were not brought into game previously.
 
Yes, if you used any times ever items during the first logistics period, those would be open slots for the second logistics period.
 
Yes. Rits that are no longer available to the player, either by virtue of being expended, expired, lost, destroyed, traded, sold or otherwise gone from a person's property do not count against them.

As far as spirit linked or locked items go: these items should always be used unless a character finds themselves in a position that linked and locked items alone are able to put them in violation of the policy. In the event that this happens and a character must leave some number of spirit linked items out of play, these items should still be brought with the character to game. Should such a character permanently die, upon drawing the black stone and choosing to die they should retrieve any items from out of game, and those items will appear along with the permanently dead body, as per the standard for the Spirit Link ritual. A character already on their last life should be aware that these items will appear on their body in the event of permanent death and have them available in case of that happening. Any items, spirit linked or otherwise, belonging to a character that permanently dies over the course of a weekend will be considered found items for the purposes of the policy and exempt for the remainder of that weekend.
 
David- You may only choose to not bring a Spirit Linked/Locked item if you have over 40 Spirit targeting rituals and/or Spirit Linked/Locked items. You may never choose to not include your Spirit targeting rituals. If must bring any and all Spirit Linked/Locked items to game, even if you are not including them in your carried into game items, if you permanently die, these items will reform with your permanently dead body even if they were not brought into game previously.

Thanks for the response Sean
 
So. You must bring in spirit linked/locked items so that you can loose them, even though you can't use them to prevent said deaths.
 
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