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General Tabletop Discussion
*Pathfinder & Starfinder
Resonance, Potency, & Potions: A Look At Magic Items in Pathfinder 2
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<blockquote data-quote="Jer" data-source="post: 7751996" data-attributes="member: 19857"><p>Are there any other examples other than healing where this problem appears? Because this still sounds like a problem with the rules for healing to me rather than a problem with magic items in general. It seems like they're trying to kill a fly with a bazooka.</p><p></p><p>Though I will admit - it's a tough nut to crack. You've got a game that is balanced on daily resource refreshes, but you also have a long tradition of healing spells and items that get around the refresh rate that you expect PCs to use. You want your magic items to scale with level and for lower-level items to be truly less useful than higher-level ones, and you want people to be able to craft/buy magic items.</p><p></p><p>I'm sure I'm missing something, but why isn't the solution to have proper pricing on higher level healing items? In the preview they have a level 1 healing potion for 3 gp and a level 16 potion for 1200 gp. That's 400x the cost, but the level 19 potion only provides a little less than 16x the healing power of a level 1 potion (on average). If you priced the level 19 potion at around 45 gp or so (or increased the cost for a level 1 potion and scaled the rest accordingly) it would be comparable in price to the healing you actually get and there would be no reason to carry around a bag of healing potions instead of just one higher level potion. </p><p></p><p>(I personally prefer the idea of tying hp recovered to the character level rather than the item level, but I know that's a controversial stance that a lot of people hated in 4e, so I guess I can see why for PF2 they want to try something different.)</p></blockquote><p></p>
[QUOTE="Jer, post: 7751996, member: 19857"] Are there any other examples other than healing where this problem appears? Because this still sounds like a problem with the rules for healing to me rather than a problem with magic items in general. It seems like they're trying to kill a fly with a bazooka. Though I will admit - it's a tough nut to crack. You've got a game that is balanced on daily resource refreshes, but you also have a long tradition of healing spells and items that get around the refresh rate that you expect PCs to use. You want your magic items to scale with level and for lower-level items to be truly less useful than higher-level ones, and you want people to be able to craft/buy magic items. I'm sure I'm missing something, but why isn't the solution to have proper pricing on higher level healing items? In the preview they have a level 1 healing potion for 3 gp and a level 16 potion for 1200 gp. That's 400x the cost, but the level 19 potion only provides a little less than 16x the healing power of a level 1 potion (on average). If you priced the level 19 potion at around 45 gp or so (or increased the cost for a level 1 potion and scaled the rest accordingly) it would be comparable in price to the healing you actually get and there would be no reason to carry around a bag of healing potions instead of just one higher level potion. (I personally prefer the idea of tying hp recovered to the character level rather than the item level, but I know that's a controversial stance that a lot of people hated in 4e, so I guess I can see why for PF2 they want to try something different.) [/QUOTE]
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Community
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Resonance, Potency, & Potions: A Look At Magic Items in Pathfinder 2
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