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*Pathfinder & Starfinder
Pathfinder 2E's New Death & Dying Rules; More on Resonance
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<blockquote data-quote="Charlaquin" data-source="post: 7738206" data-attributes="member: 6779196"><p>For me, stuff like that always depends on how it’s presented. Granted, my first instinct is the same as yours - why would drinking too many health potions suddenly make my wand stop working? That doesn’t make any sense. But I had a similar first instinct when I first started playing D&D and found out that wizards could only cast a given spell a limited number of times per day, and had to choose each day how many of what spells they would be able to cast. It struck me at first as an totally artificial restriction put in place only for the sake of gameplay balance. It was the integration of this style of magic into the fiction that sold me on it. Magic can work any way the author wants it to, as long as it’s justified in the fiction with internally consistent logic. So, I’m open to the possibility of a Golarian where enchanted objects’ magical powers are fueled by their user’s magical energy rather than by their own internal reserves. It <em>could</em> work that way. But I’ll have to see how they work it into the fiction before I can decide if I <em>like it</em> working that way or not.</p><p></p><p>I think one thing that might help make such a change more versimilar is if you could spend your own Resonance to heal someone else with a CLW wand or whatever. If magic items don’t have their own batteries any more and have to be “plugged in” to a user, drawing charges from that user’s Resonance, then it would make sense to be able to charge up a wand with your Resonance but use it to heal someone else. I also think it would help if potions didn’t use resonance. As much as potions are supposed to be magical, I think most people still have a tendency to think of them more in terms of chemistry. You mix the right magical ingredients and the resulting potion just works - it shouldn’t need to be “charged” like a wand does.</p><p></p><p>As for the “fiddly” complaint, I called it fiddly when I first read it, only because I didn’t realize it was replacing magic item charges. I thought it was a personal limit on overall magic item use in addition to individual magic items’ limited uses. And I stand by that assessment - it <em>would be</em> very fiddly to have to track not only your wand’s charges and your sword’s charges, but also how many of both you’ve used in total. If, however, the wand can work as many times as there are people with Resonance left to spend to power it, that’s much less fiddly. I think the miscommunication is to blame for that particular misplace critique.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7738206, member: 6779196"] For me, stuff like that always depends on how it’s presented. Granted, my first instinct is the same as yours - why would drinking too many health potions suddenly make my wand stop working? That doesn’t make any sense. But I had a similar first instinct when I first started playing D&D and found out that wizards could only cast a given spell a limited number of times per day, and had to choose each day how many of what spells they would be able to cast. It struck me at first as an totally artificial restriction put in place only for the sake of gameplay balance. It was the integration of this style of magic into the fiction that sold me on it. Magic can work any way the author wants it to, as long as it’s justified in the fiction with internally consistent logic. So, I’m open to the possibility of a Golarian where enchanted objects’ magical powers are fueled by their user’s magical energy rather than by their own internal reserves. It [i]could[/i] work that way. But I’ll have to see how they work it into the fiction before I can decide if I [i]like it[/i] working that way or not. I think one thing that might help make such a change more versimilar is if you could spend your own Resonance to heal someone else with a CLW wand or whatever. If magic items don’t have their own batteries any more and have to be “plugged in” to a user, drawing charges from that user’s Resonance, then it would make sense to be able to charge up a wand with your Resonance but use it to heal someone else. I also think it would help if potions didn’t use resonance. As much as potions are supposed to be magical, I think most people still have a tendency to think of them more in terms of chemistry. You mix the right magical ingredients and the resulting potion just works - it shouldn’t need to be “charged” like a wand does. As for the “fiddly” complaint, I called it fiddly when I first read it, only because I didn’t realize it was replacing magic item charges. I thought it was a personal limit on overall magic item use in addition to individual magic items’ limited uses. And I stand by that assessment - it [i]would be[/i] very fiddly to have to track not only your wand’s charges and your sword’s charges, but also how many of both you’ve used in total. If, however, the wand can work as many times as there are people with Resonance left to spend to power it, that’s much less fiddly. I think the miscommunication is to blame for that particular misplace critique. [/QUOTE]
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