Mathias, it looks like I might have to if it were anything else, but Feather Fall was neater the way you said.
FYI The rules for "adding powers to an item" - specifically rings in this case - gives no limitations on what can be added, nor how many different powers can be added.
So given that over the course of a campaign, the player may elect to add the following things to a bonded ring:
Feather Fall (in case he slips when peeking in a tower window at the Queen doing something naughty)
Forcefangs (to absorb those pesky magic missiles)
Regeneration (in case he gets his hand cut off for catching the evil half-orc barbarian in a fireball during combat)
Force Shield (ping!)
and Wizardry, Spell Storing, Counterspelling... and so on ad nauseum.
With Forcefangs, the immediate reaction I had was to simply add the spell "magic missile", tracked to max 9, with limit 5 per round - and rely on the player to increment the ring as required (mostly because we stick with PnP and we can easily do that).
But seeing as I've already used the Tracked Resources for Forcefangs - and then I added Feather Fall as a separate spell. I am assuming that it will indeed treat them separately, and not somehow attach the Feather Fall as that tracked resource?
Adding the others is applying a condition except for the Ring Of Counterspelling (and also Ring Of Spell Storing) which, to be frank, is easier to just have someone pencil that it on the PnP sheet anyway. (If anyone else is reading this and perhaps they could benefit from some sort of explanation of that quirky set of fields, I would encourage them to ask the gurus here.)
Obviously, if there was, say, someone who had "Forcefangs" and wanted to add "Ring Of The Ram"... then that might make things trickier.
I'm just going to avoid doing that.
Thanks for the help guys. I at least have a faint wispy idea of how it all interacts at the moment. (I'll necro this thread if I need help further on down the line?)