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General Tabletop Discussion
*Pathfinder & Starfinder
How Pathfinder 2's Resonance Reduces Wand-Spamming; & Comparisons to 5E Discussed
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<blockquote data-quote="The Crimson Binome" data-source="post: 7738012" data-attributes="member: 6775031"><p>I'm pretty sure that's how they worked in 4E, for what it's worth. Not to say that this is an argument for what makes sense as to how a fantasy world should work or anything, but D&D and Pathfinder aren't exactly standard fantasy, so sometimes you need to introduce counter-intuitive rules in order to prevent other aspects from growing out of control. </p><p></p><p>No, you don't normally have some sort of quasi-mystical limit on how many magic potions you can take in a traditional fantasy world, but traditional fantasy worlds also don't feature characters who can easily acquire dozens of magical potions in every town they come across. Traditional fantasy worlds make a healing potion into a semi-unique item, which may itself be the object of an entire quest. By introducing the concept of Resonance for potions (or using the Healing Surge limitation in 4E), you stay closer to the way that potions worked in literature - you don't get anyone carrying around entire backpacks full of potions and chugging them down like Gatorade after every fight.</p><p></p><p>In particular, the Healing Surge limitation makes sense to me as a way that a fantasy world <em>could</em> work. I mean, healing magic can have a pretty dramatic effect on your body, and it makes that there might be a limit to how much rapid transmutation you can safely undergo. (The ability for anyone to spend a Healing Surge and spontaneously recover makes less sense, in that context, and I have no defense for that particular sub-rule.)</p><p></p><p>And personally, an arbitrary limit on how many potions you can <em>carry</em> seems way more contrived and suspension-breaking than an arbitrary limit on how many you can <em>use</em>.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7738012, member: 6775031"] I'm pretty sure that's how they worked in 4E, for what it's worth. Not to say that this is an argument for what makes sense as to how a fantasy world should work or anything, but D&D and Pathfinder aren't exactly standard fantasy, so sometimes you need to introduce counter-intuitive rules in order to prevent other aspects from growing out of control. No, you don't normally have some sort of quasi-mystical limit on how many magic potions you can take in a traditional fantasy world, but traditional fantasy worlds also don't feature characters who can easily acquire dozens of magical potions in every town they come across. Traditional fantasy worlds make a healing potion into a semi-unique item, which may itself be the object of an entire quest. By introducing the concept of Resonance for potions (or using the Healing Surge limitation in 4E), you stay closer to the way that potions worked in literature - you don't get anyone carrying around entire backpacks full of potions and chugging them down like Gatorade after every fight. In particular, the Healing Surge limitation makes sense to me as a way that a fantasy world [I]could[/I] work. I mean, healing magic can have a pretty dramatic effect on your body, and it makes that there might be a limit to how much rapid transmutation you can safely undergo. (The ability for anyone to spend a Healing Surge and spontaneously recover makes less sense, in that context, and I have no defense for that particular sub-rule.) And personally, an arbitrary limit on how many potions you can [I]carry[/I] seems way more contrived and suspension-breaking than an arbitrary limit on how many you can [I]use[/I]. [/QUOTE]
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How Pathfinder 2's Resonance Reduces Wand-Spamming; & Comparisons to 5E Discussed
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