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Resonance, Potency, & Potions: A Look At Magic Items in Pathfinder 2
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<blockquote data-quote="Tony Vargas" data-source="post: 7752860" data-attributes="member: 996"><p>I did play Druids and quite liked them, but you still needed a Cleric in the party. AD&D adventures assumed one, so if there were any undead, there were way too many undead to tackle without Turn Undead, and you needed Cure Light Wounds /desperately/ at 1st level, but the Druid didn't get it until 2nd.</p><p></p><p>I think "first one who dies rolls a Cleric" was a pretty common pact back in the day.</p><p></p><p> My young mind boggled at it, too. Why were there so many magic weapons floating around when it took a high priest or arch-mage and a point of con to make any of them? Of course, in retrospect, mechanics don't have to dictate worldbuilding like that, but at the time, it was how I thought. What I came up with was the conciet that there had been a major magical arms race in an ancient war, and that lost techiques let them essentially mass-produce magical weapons & armor, some fraction of which survived to be found by adventures millenia later.</p><p></p><p>But that wasn't quite enough, so I also had some work-arounds with those lower-level item creation spells. Charms, for instance (since it's the one I remember), gave limited-circumstance +1 bonuses or the like, and weren't charged or single-use, but each time they made a difference you rolled a d6 and on a 1 they burned out - so they weren't technically permanent.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7752860, member: 996"] I did play Druids and quite liked them, but you still needed a Cleric in the party. AD&D adventures assumed one, so if there were any undead, there were way too many undead to tackle without Turn Undead, and you needed Cure Light Wounds /desperately/ at 1st level, but the Druid didn't get it until 2nd. I think "first one who dies rolls a Cleric" was a pretty common pact back in the day. My young mind boggled at it, too. Why were there so many magic weapons floating around when it took a high priest or arch-mage and a point of con to make any of them? Of course, in retrospect, mechanics don't have to dictate worldbuilding like that, but at the time, it was how I thought. What I came up with was the conciet that there had been a major magical arms race in an ancient war, and that lost techiques let them essentially mass-produce magical weapons & armor, some fraction of which survived to be found by adventures millenia later. But that wasn't quite enough, so I also had some work-arounds with those lower-level item creation spells. Charms, for instance (since it's the one I remember), gave limited-circumstance +1 bonuses or the like, and weren't charged or single-use, but each time they made a difference you rolled a d6 and on a 1 they burned out - so they weren't technically permanent. [/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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