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Pathfinder 2 Character Sheet #1: Fumbus, Goblin Alchemist
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<blockquote data-quote="Jer" data-source="post: 7752869" data-attributes="member: 19857"><p>Actually, I don't think higher level items do cost more resonance. In fact, that would kind of defeat the whole proposed purpose of fixing the problem with cure wands.</p><p></p><p>Right now it's cheaper to buy a cord of cure light wounds wands than to buy a higher level wand. To fix that they propose Resonance - you can still use the low-level wands, and yes in gp it's cheaper to do so, but the cost in Resonance is so high to get you healed up that it's better to take the gold hit and buy the more expensive wand. If the more expensive wand also cost more Resonance, you'd be right back to where you started where it's better to just buy the cord of cheap healing wands.</p><p></p><p>Also their examples using healing potions don't scale with Resonance - each one only takes 1 RP to use. That suggests to me that the same will be true for wands.</p><p></p><p></p><p></p><p>It's not just another consumable used - it's another "use" of an item you have. Using the examples they've shown so far, suppose you have a cloak of Elvenkind. You have to spend 1 RP to use its invisibility power, so each level you gain another use of its power. If you have a weapon that requires an activation to use its power you get more uses of that power. And so on. I don't think that this mechanic is designed to put a stop to the Christmas Tree of Magic Items playstyle - especially at high levels it seems like its impact would be negligible.</p><p></p><p>Of course this is where I think the system is going to fall down and I want to see it in playtest. Because, as with clerical spells, you have incentive to NOT spend your Resonance to activate your magic items to do cool things and instead hoard it to be used for healing magic. Typically that's a cleric choice - do I want to cast this cool spell that I have on my spell list, or do I need to hold onto this slot because I may need to save the fighter's bacon in a few rounds. Now EVERYONE has to make that choice - do I want to spend some RP to have this cool effect come off my sword, or do I need to hang onto it in case I need to drink a healing potion. (And of course it's worse for clerics because they're the ones who are also going to be holding the staff of healing or the wand of cure light wounds or whatever and will need to use their Resonance not just to heal themselves, but ALSO to heal their fellow party members).</p><p></p><p>That's the part of the proposed mechanic that I really want to see in wide playtest. As a long-time player of clerics (when I get to play), tying together your "do cool stuff" resource with your "healing" resource is probably the worst part of cleric mechanics. The more you can separate those two pools of resources, the more fun the cleric is to play IMO.</p></blockquote><p></p>
[QUOTE="Jer, post: 7752869, member: 19857"] Actually, I don't think higher level items do cost more resonance. In fact, that would kind of defeat the whole proposed purpose of fixing the problem with cure wands. Right now it's cheaper to buy a cord of cure light wounds wands than to buy a higher level wand. To fix that they propose Resonance - you can still use the low-level wands, and yes in gp it's cheaper to do so, but the cost in Resonance is so high to get you healed up that it's better to take the gold hit and buy the more expensive wand. If the more expensive wand also cost more Resonance, you'd be right back to where you started where it's better to just buy the cord of cheap healing wands. Also their examples using healing potions don't scale with Resonance - each one only takes 1 RP to use. That suggests to me that the same will be true for wands. It's not just another consumable used - it's another "use" of an item you have. Using the examples they've shown so far, suppose you have a cloak of Elvenkind. You have to spend 1 RP to use its invisibility power, so each level you gain another use of its power. If you have a weapon that requires an activation to use its power you get more uses of that power. And so on. I don't think that this mechanic is designed to put a stop to the Christmas Tree of Magic Items playstyle - especially at high levels it seems like its impact would be negligible. Of course this is where I think the system is going to fall down and I want to see it in playtest. Because, as with clerical spells, you have incentive to NOT spend your Resonance to activate your magic items to do cool things and instead hoard it to be used for healing magic. Typically that's a cleric choice - do I want to cast this cool spell that I have on my spell list, or do I need to hold onto this slot because I may need to save the fighter's bacon in a few rounds. Now EVERYONE has to make that choice - do I want to spend some RP to have this cool effect come off my sword, or do I need to hang onto it in case I need to drink a healing potion. (And of course it's worse for clerics because they're the ones who are also going to be holding the staff of healing or the wand of cure light wounds or whatever and will need to use their Resonance not just to heal themselves, but ALSO to heal their fellow party members). That's the part of the proposed mechanic that I really want to see in wide playtest. As a long-time player of clerics (when I get to play), tying together your "do cool stuff" resource with your "healing" resource is probably the worst part of cleric mechanics. The more you can separate those two pools of resources, the more fun the cleric is to play IMO. [/QUOTE]
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Pathfinder 2 Character Sheet #1: Fumbus, Goblin Alchemist
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