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*Pathfinder & Starfinder
Resonance, Potency, & Potions: A Look At Magic Items in Pathfinder 2
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<blockquote data-quote="The Crimson Binome" data-source="post: 7752185" data-attributes="member: 6775031"><p>It's hard to say which gimmicks are artificial, and which are a logical extension of a believable economy, especially when you're talking about how a magic item is supposed to work.</p><p></p><p>As far as I'm concerned, Resonance makes sense as an inherent limitation of magic items in a hyper-magical setting like Golarion (or Forgotten Realms, for that matter). Resonance, alone, would not distort the game to me. Sitting down to chug twenty potions after a fight would be a distortion. Just to get that out of the way.</p><p></p><p>My understanding of their approach to pricing consumables is that a single-use item should be roughly 2% the cost of a durable item of the same level. That is to say, they're supposed to be chump change, and the fighter isn't supposed to complain about spending 1000gp on a potion after they just spent 50,000gp on a new sword. Assuming that Resonance is working as intended, the fighter will have enough points left in a day that they can use the expensive potions to recover up to full before their next fight, but using the cheap potions would leave them dangerously low and there's no point in even carrying them. In that case, if that situation works out they way they plan it, then the price absolutely makes sense.</p><p></p><p>It seems like an awfully narrow gap for them to try and hit, though. I mean, I've always treated expendable items as unnecessary, because I can succeed perfectly fine without them; it just gives me slightly less room for error. When I'm comparing a potion that I don't really need, against a <em>literal</em> twenty pounds of gold which can feed a family for ten years, it's hard for me to think of that as chump change.</p><p></p><p>So what's the alternative, then? How do you price potions such that they don't wreck the HP-economy <em>or</em> the GP-economy, across a wide range of levels?</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7752185, member: 6775031"] It's hard to say which gimmicks are artificial, and which are a logical extension of a believable economy, especially when you're talking about how a magic item is supposed to work. As far as I'm concerned, Resonance makes sense as an inherent limitation of magic items in a hyper-magical setting like Golarion (or Forgotten Realms, for that matter). Resonance, alone, would not distort the game to me. Sitting down to chug twenty potions after a fight would be a distortion. Just to get that out of the way. My understanding of their approach to pricing consumables is that a single-use item should be roughly 2% the cost of a durable item of the same level. That is to say, they're supposed to be chump change, and the fighter isn't supposed to complain about spending 1000gp on a potion after they just spent 50,000gp on a new sword. Assuming that Resonance is working as intended, the fighter will have enough points left in a day that they can use the expensive potions to recover up to full before their next fight, but using the cheap potions would leave them dangerously low and there's no point in even carrying them. In that case, if that situation works out they way they plan it, then the price absolutely makes sense. It seems like an awfully narrow gap for them to try and hit, though. I mean, I've always treated expendable items as unnecessary, because I can succeed perfectly fine without them; it just gives me slightly less room for error. When I'm comparing a potion that I don't really need, against a [I]literal[/I] twenty pounds of gold which can feed a family for ten years, it's hard for me to think of that as chump change. So what's the alternative, then? How do you price potions such that they don't wreck the HP-economy [I]or[/I] the GP-economy, across a wide range of levels? [/QUOTE]
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Resonance, Potency, & Potions: A Look At Magic Items in Pathfinder 2
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