Resonance, Potency, & Potions: A Look At Magic Items in Pathfinder 2

Paizo has been delving into the way magic items work in its latest previews of Pathfinder 2nd Edition. Last week they spoke about Resonance, a resource that characters have for activating magical items; and on Friday they blogged about Potency, which is linked to the power of a magical weapon.

Paizo has been delving into the way magic items work in its latest previews of Pathfinder 2nd Edition. Last week they spoke about Resonance, a resource that characters have for activating magical items; and on Friday they blogged about Potency, which is linked to the power of a magical weapon.

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Resonance is measured in Resonance Points (RP). Activating an item costs 1 RP, and your RP total is your level plus your Charisma modifier. Paizo points out that "We expect Resonance Points to be a contentious topic, and we're really curious to see how it plays at your tables. It's one of the more experimental changes to the game, and the playtest process gives us a chance to see it in the wild before committing to it."

They also preview a few magic items - cloak of elvenkind, floating shield, staff of healing, and some trinkets such as a fear gem, and vanishing coin.

When it comes to weapons, Resonance is not required; weapons have a "potency" value, which is roughly equivalent to its "plus" -- it gives you a bonus to attack, increases damage by a whole damage die per potency point (i.e. a +1 longsword gives +1 to hit and +1d8 damage). Potency and special qualities are limited by a weapon's quality - standard, expert, master, legendary.


QualityMax PotencyMax Properties
Standard+00
Expert+21
Master+42
Legendary+53


Potency and properties are contained within transferrable magical runes, often found on a runestone. Some examples shown are disrupting, and vorpal.

Amor similarly has potency and properties. Potency affects AC, TAC, and saving throws. Some properties include invisibility and fortification.

This takes us on to potions. Potions can now have high level effects, and they don't have to be tied to the spell lists. Examples including healing potions, invisibility potions, dragon's breath potions, and oil of mending.​

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mellored

Legend
The only real plot-hole here is why the magical charge used for Resonance is distinct from the magical charge going into your Sorcerer spell slots.
I can agree with this.

Not that the current way is bad, but it would make more sense from an in-world perspective if everyone had a store of magical energy, then let them spend it on spells or items.

Though with something to reduce spamming.
 

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S

Sunseeker

Guest
I can agree with this.

Not that the current way is bad, but it would make more sense from an in-world perspective if everyone had a store of magical energy, then let them spend it on spells or items.

Though with something to reduce spamming.

That would be terrible.

Lets say your number is your CHA mod, like now.

So Fighters essentially get free spell points, while Magic classes have to choose between using cool magical gear and using their class features?

Unless you're going to buff their class features (which would blow balance out of whack in games where the DM doesn't hand out magic items useful to the non-magic characters) you're basically saying they can either have nice things or their normal class features.
 

mellored

Legend
That would be terrible.

Lets say your number is your CHA mod, like now.
Not what I was suggesting. You still want the classes to be different.

It could be something like fighters and rogues get 1/level, rangers and paladin's get 2/level, and casters get 3/level.

And all sorts of ways to play the number as well. Like life clerics casting healing spells cheaper, and illusionist can cast illusion spells cheaper, and alchemists can use bombs cheaper.

Items would be included as well, a wands might let you cast a spell, or if you already have the spell, you can cast it for less.

And maybe different ways to regain points. A warlock get's 1 point when they kill something.

Or any number of other combinations.
 
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S

Sunseeker

Guest
Not what I was suggesting. You still want the classes to be different.

It could be something like fighters and rogues get 1/level, rangers and paladin's get 2/level, and casters get 3/level.

And all sorts of ways to play the number as well. Like life clerics casting healing spells cheaper, and illusionist can cast illusion spells cheaper, and alchemists can use bombs cheaper. Items could be cheaper as well, so if cure wounds cost 2 points, a wand of cure wounds might let you cast it for 1.

Or any number of other combinations.

If you're giving magic users extra points for simply being magic, why do they have to be the same type of points? Different points for different tasks.

Also: wands need to be removed from the game. PERIOD.
 


S

Sunseeker

Guest
that's just more numbers to keep track of, and reduces flexibility.

I.e.
3 actions vs action, move, and minor.

Though it does help prevent spamming.

There are a lot of things that could be done to increase flexibility. But with flexibility comes power. And casters need less of that.
 

mellored

Legend
There are a lot of things that could be done to increase flexibility. But with flexibility comes power. And casters need less of that.
You just said that universal magic points would make fighter stronger and mages weaker. Now you're saying that it makes mages are too strong?

Either way, numbers are easy to adjust. Fighters can get 2/level, or spells cost an extra point, or whatever balances out.
 

Ghal Maraz

Adventurer
Sure I will talk with Mumu.



I really dont know what to tell you. If Pathfinder 1 was so perfect then we would not need to have a Pathfinder 2.

Do you need me to go through and pick out each individual mistake in the system?

No. You just need to accept that Charisma has never been Good Looks. You don't like that Resonance works on Charisma?

Fine, but don't pretend that you're right on things about which you're obviously wrong, please.
 

Shasarak

Banned
Banned
No. You just need to accept that Charisma has never been Good Looks. You don't like that Resonance works on Charisma?

Fine, but don't pretend that you're right on things about which you're obviously wrong, please.

So some dude has made a mistake with a Ghouls Charisma and that makes me wrong?

Hey great, thanks for the tip!
 

Kurviak

Explorer
So some dude has made a mistake with a Ghouls Charisma and that makes me wrong?

Hey great, thanks for the tip!

Some dude made a mistake with Ghouls Charisma?

What are you talking about? From PF1’s bestiaries we have:
* Shadows, Spectres & Wights with charisma 15
* Ghasts with charisma 16
* Ghuls with charisma 18
* Geists & Wraiths with charisma 21

And the list goes on
 

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