Potency and Potions

Friday, June 29, 2018

Earlier this week, Logan gave you the skinny on Resonance and how it interacts with some iconic and all-new magic items. If you missed out on Logan's explanation of Resonance, you might want to take a look here before reading on, because we're going to come back to it at the end of the blog. You got how Resonance works? Good. Now forget about it, we're going to talk about weapons instead.

Potency and Properties

Unlike items with the invested trait or ones that you activate, weapons typically require no Resonance to use. You just pick one up and swing (or shoot, or sling, or thrust, or throw), and the magic weapon unleashes its punch, often with potency. Think as a weapon's potency as its "plus" and more. Potency still grants an item bonus to your attack rolls with the weapon, but now it also increases the damage dealt by an additional weapon die for each point of potency bonus. For example, let's say you find a +1 longsword buried in an otyugh's dung heap. Regardless of its current soiling, that weapon grants not only a +1 item bonus to attack rolls, but on a successful hit it deals 2d8 + Strength modifier damage, instead of the standard 1d8 + Strength modifier. A +2 longsword would instead grant a +2 item bonus to attacks and deal 3d8 + Strength modifier damage, and so on.

Of course, potency is only a part of the story. Magic weapons can also have properties. The maximum potency and the number of properties a weapon can have are based on that weapon's quality. Standard weapons can't have potency or properties, while expert-quality weapons can have up to +2 potency and one property. Master-quality weapons can have up to +4 potency and two properties, and legendary weapons can be +5 weapons and have three properties. Sometimes, special materials can affect the number of properties a magic weapon can possess. Since cold iron resists magic, weapons made of cold iron have one fewer property. Conversely, weapons made of highly magical orichalcum can have one additional property, but because the metal is so rare and difficult to work, these weapons must be legendary.

Both potency and property are imbued within a suitable weapon by etching magical runes upon it. Runes can be fairly easily removed or added (assuming the quality of the weapon allows it), and can even be found etched on a runestone, allowing them to be transferred separately from a weapon. Say you just found a handful of weapon property runestones in your adventure. What properties might they be? Well, let's take a look at one of the favorites of good and undead-hating clerics.

Disrupting Rune 5+

Method of Use etched, melee weapon


A disrupting weapon deals extra damage to undead. Undead hit by an attack with a disrupting weapon takes extra positive damage and additional effects on a critical hit.

Type standard; Level 5; Price 150 gp

The weapon deals 1d6 extra positive damage. On a critical hit, the undead is enfeebled 1 until the end of your next turn.

Type greater; Level 15 (Uncommon), Price 6,200 gp

The weapon deals 2d6 extra positive damage. On a critical hit, the undead creature must attempt a DC 32 Fortitude save with the following effects.

Success The target is enfeebled 2 until the end of your next turn.

Critical Success The target is enfeebled 1 until the end of your next turn.

Failure The target is enfeebled 3 until the end of your next turn.

Critical Failure The target is destroyed.

The disrupting property comes in two varieties. The standard disrupting property deals some positive damage and can enfeeble undead. The greater version deals more positive damage, and can force undead to attempt a save—if they critically fail that save, they're destroyed outright!

Of course, other types of properties can do even more incredible things. Sometimes, these properties can require an expenditure of resonance.

Vorpal Rune 17

Evocation, Magical

Price 15,000 gp

Method of Use etched, melee weapon that deals slashing damage

Activation [[R]] Focus Activation; Trigger You roll a natural 20 and critically succeed at a Strike with the weapon targeting a creature with at least one head.


When you activate a vorpal weapon, the triggering creature must succeed at a DC 35 Fortitude save, or it is decapitated. This kills any creature except ones that don't require a head to live (such as constructs, oozes, and some aberrations and undead). For creatures with multiple heads (such as ettins or hydras), this usually kills the creature only if you sever its lasthead.

If, like the vorpal property, a weapon property has an activation, you have to spend Resonance to activate it; however, unlike worn items, you don't have to already be attuned to a weapon to activate it. So roll those 20s and snicker-snack your opponents for as long as you've got the resonance to spare.

Armor Potency and Properties

Magic armor also features potency and may have properties. Like weapons, armor can hold a maximum amount of potency and properties based on its quality and special materials, and you can add, remove, or transfer potency and properties between armor via runes. The maximum potency and number of properties for armor is the same as for weapons, though it's worth noting that rather than granting an additional property, orichalcum armor instead grants a +1 circumstance bonus to initiative rolls and automatically repairs itself over time.

Armor potency grants an item bonus to AC (including Touch Armor Class) and to your saving throws. Magic and high-quality armors are also easier to use. Armors of expert quality have their armor check penalty reduced by one, while master-quality armors have their penalty reduced by two, and legendary armor by three.

Like other worn items, you must invest armor; that is, you have to spend resonance to gain its magical effects. If your armor has an activated property, you must have invested the armor before you can use that ability. Let's look at an example of such a property.

Invisibility Rune 8+

Illusion, Magical

Method of Use etched, light armor

Activation [[A]] Command Activation


Once per day, you can whisper the command word to become invisible for 1 minute, gaining the effects of a 2nd-level invisibilityspell.

Type standard; Level 8; Price 500 gp

Type greater; Level 10; Price 1,000 gp

You can activate the armor up to 3 times per day.

Craft Requirements You must supply a casting of invisibility.

This favored property of many rangers and rogues (and maybe a sneaky alchemist or two) allows the attuned creature to gain the benefit of an invisibility spell at the cost of an action and 1 RP. The greater version enables you to activate the armor three times a day instead of just once.

But not all properties feature activations or require expending Resonance beyond that spent for initial attunement. Here's a classic example of one—fortification.

Fortification Rune 12+

Abjuration, Magical

Method of Use etched, medium or heavy armor


Each time you're hit by a critical hit while wearing fortification armor, attempt a flat check with the listed DC. If you succeed, that critical hit becomes a normal hit. This property thickens the armor, increasing its Bulk by 1.

Type standard; Level 12; Price 2,000 gp; DC 17

Type greater; Level 18; Price 24,000 gp; DC 14

Granting medium and heavy armor users the possibility to transform a critical hit to a normal hit, fortification provides an excellent constant effect for fighters, paladins, and more martial-focused clerics.

Potions

Now that you know how magic weapons and armor work, let's talk a look at something much less permanent, but often useful in a pinch—potions! While in First Edition, potions were spells of 3rd level or lower in a bottle; we wanted to go a slightly different route this time. Potions not only can have effects that reach into higher levels, but they also don't need to be tied to particular spell effects. All of that said, there are just some potions that are so iconic and necessary, you can't mess with them too much. Who doesn't need a healing potion every now and then?

Healing Potion Item 1+

Consumable, Healing, Magical, Necromancy, Potion

Method of Use held, 1 hand; Bulk L

Activation [[A]] Operate Activation


When you drink a healing potion, you regain the listed number of Hit Points.

Type minor; Level 1; Price 3 gp

The potion restores 1d8 Hit Points.

Type lesser; Level 3; Price 8 gp

The potion restores 2d8+4 Hit Points.

Type moderate; Level 5; Price 20 gp

The potion restores 3d8+8 Hit Points.

Type greater; Level 8; Price 60 gp

The potion restores 5d8+12 Hit Points.

Type major; Level 12; Price 250 gp

The potion restores 7d8+20 Hit Points.

Type true; Level 16; Price 1,200 gp

The potion restores 9d8+30 Hit Points.

The first thing you'll notice is that there are six varieties of this point, ranging from level 1 (restoring 1d8 Hit Points) to level 16 (restoring 9d8+20 Hit Points) You'll also notice that this potion (and all potions) has an activation. Which, you guessed it, means you have to spend Resonance to gain its effect.

Of course, sometimes a healing potion does its best work when you're down for the punch and can't activate it yourself. No worries. The time-honored tradition of pouring a potion down your wounded friend's gullet is still in the game. Your companion spends an Interact basic action to administer the potion to you, but you still need to spend Resonance to gain the potion's effect (thankfully, you don't have to be conscious to do so).

Of course, this new flexibility for potions allows us to keep some items that in First Edition were called elixirs (a term that in the Playtest, we now use for alchemical concoctions). Here's one of my favorites:

Dragon's Breath Potion Item 7+

Consumable, Evocation, Magical, Potion

Method of Use held, 1 hand; Bulk L

Activation [[A]] Operate Activation


This liquid contains blood from a certain breed of dragon. For 1 hour after you imbibe the acrid concoction, you can unleash a breath weapon used by that breed of dragon. The potion's level and Price, as well as the amount of damage and the DC of the saving throw, all depend on the age of the dragon whose blood you used. This item has the trait matching the damage type of the breath weapon.

You can spend another Operate Activation action with no RP cost immediately after drinking the potion to exhale dragon breath. At any point during the potion's duration, you can use the breath weapon by spending 1 RP and 2 Operate Activation actions (one to inhale the necessary air and the other to breathe out). After you use the breath weapon, you can't do so again for 1d4 rounds.

Each creature in the area of the breath weapon attempts a save against your breath weapon.

Success Half damage.

Critical Success No damage.

Failure Full damage.

Critical Failure Double damage.

Type young; Level 7; Price 45 gp; Damage 4d6; DC 21

Type adult; Level 12;

Price 250 gp; Damage 7d6; DC 28

Type wyrm; Level 17; Price 2,000 gp; Damage 10d6; DC 35

Dragon Breath Weapon (Save)

Black or copper 30-foot line of acid (Reflex)
Blue or bronze 30-foot line of electricity (Reflex)
Brass 30-foot line of fire (Reflex)
Green 15-foot cone of poison (Fortitude)
Gold or red 15-foot cone of fire (Reflex)
Silver or white 15-foot cone of cold (Reflex)

This one is interesting because you spend Resonance when you first drink the potion and spew some draconic hate on your foes, and can then continue to do so for an hour after imbibing whenever you spend actions and RP. Pick the right kind of dragon, and you'll be the life of whatever party you join.

Very closely related to potions are oils. Like potions, you activate these consumable items, but you do so by applying the oil to an object or person. While it usually takes one hand to drink or administer a potion, applying oil takes two hands. This particular oil may be of interest to shield users.

Oil of Mending Item 3

Consumable, Magical, Oil, Transmutation

Price 6 gp

Method of Use held, 2 hands; Bulk L

Activation [[A]] Operate Activation


Applying this oil to an item casts a 2nd-level mending spell that repairs the item. If the item was broken, it is no longer broken. If the item has Dents, it loses those Dents. This restoration doesn't restore lost pieces. For instance, if used on a text with missing pages, it wouldn't recreate the lost pages.

A perfect backup when you fail your Crafting check to Repair an Item, or when you need to repair that dented shield in a hurry, the oil of mending has plenty of other uses.

Well, that's it for this week! Join us next week as we take a little walk in the woods.

Stephen Radney-MacFarland
Senior Designer

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Tags: Pathfinder Playtest
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Neat burrito

Dark Archive

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Pathfinder Battles Case Subscriber

The adventuering staple, the healing potion, is alive and well.


Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber; Pathfinder Comics Subscriber; Starfinder Charter Superscriber

Orichalcum that’s new. I like it.


This sounds interesting, I'm excited to see how it'll play out in play.

Looks like Ranger is next up. Nice.


58 people marked this as a favorite.

Rather than:
Success
Critical Success
Failure
Critical Failure

I think it would be more logical to list them in best -> worst (or worst -> best based on your POV) order:
C S
S
F
C F

Grand Lodge

13 people marked this as a favorite.

Interesting that items still have fixed DCs.

In pf1 these items with fixed DCs were generally pretty terrible.


18 people marked this as a favorite.
Pathfinder Campaign Setting, Companion Subscriber
Ikos wrote:
The adventuering staple, the healing potion, is alive and well.

at least until they suddenly stop working for "reasons"


19 people marked this as a favorite.
Pathfinder Starfinder Society Roleplaying Guild Subscriber

I spy, with my little eye, something that begins with "F" (and ends with "-ixed DC's on weapon special abilities"). I had my fingers crossed that we weren't doing that anymore.


3 people marked this as a favorite.

Interestingly, the lesser potion is the most cost efficient of the 6.


23 people marked this as a favorite.

Resonance for potions is deeply unappealing.

The whole "etched" hand wave is so anti-narrative it is actually repulsive to me. Fortunately, it appears trivially easy to make that die on first contact.


7 people marked this as a favorite.
kwiqsilver wrote:

Rather than:

Success
Critical Success
Failure
Critical Failure

I think it would be more logical to list them in best -> worst (or worst -> best based on your POV) order:
C S
S
F
C F

Gods yes please.


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so do I just grab my Mr. Clean Magic Eraser to take the magically etched runes off of a weapon? Seems a bit silly.

Also, I see someone has played Earthdawn/Shadowrun


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We finally get Orichalcum in Pathfinder to complete the fantasy metals collection!

So if the item says ACTIVATION that always means 1 resonance? It's kinda confusing.

Also, MATERIA SYSTEM!


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So why do armor abilities still have a use limit, even after costing an RP to invest and another rp to activate?

It seems like invisibility is made to shove the elven cloak down your throat.


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Sad that Wand weren't shown

Also, why weapons get a free pass on investment?


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A big thing is that lower level potions are priced quite affordably (1d8 vs 2d8+4 being less than 3x the cost), but I notice this extends significantly less favourably to higher level ones.

I'm actually running the math on those fixed DCs, and they're promising. A level 20 legendary caster would have a DC of 40, so those DCs are quite comparable given when they come online. A level 15 caster would have a DC of 32 or 33.


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kwiqsilver wrote:

Rather than:

Success
Critical Success
Failure
Critical Failure

I think it would be more logical to list them in best -> worst (or worst -> best based on your POV) order:
C S
S
F
C F

There's already a thread about this from months ago where Mark explains why it's the way it is. Here's a summary:

Sometimes the Crit Effects are based on the normal effect. Example:

Failure: The target is flat-footed and enfeebled 1 for 1 round.
Critical Failure: As Success, but duration is 2 rounds.

So it's not about OCD aesthetics stuff, but logic readability of effects.


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P1: Then I'll drink my Dragon's Breath Potion and show him what real morning's breath smells like!

P2: Don't be stupid, you only have 2 RP left. Complete waste of the potion and you'll be SOL if you get knocked out.

P1: Oh yeah, never mind I'll just full attack then.

Grand Lodge

3 people marked this as a favorite.

Overall nice!

Immediate feedback though:

  • Orichalcium has two different rules, better to use one, and use a different metal for the selfhealing effect.
  • INVISIBILITY armor property has nothing in it's description saying that you need to spend 1 RP per cast. Your blogtext seem to say that..?


That flat check on the Armor of Fortification seems pretty rough.


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Why do magic weapons still have an attack roll bonus on top of the extra damage dice, which doesn't stack with the bonus from the weapon itself? The attack bonus should come solely from the weapon quality, the bonus damage dice solely from the potency.

Items still have fixed DCs rather than DCs based on the user's own level and stats, I see. :|

So I can pay 1000 gp to use invisibility only 3 times per day at the additional cost of a precious armor rune slot and 1 RP per casting, or I can pay the same 1000 gp for a cloak of elvenkind that gives a Stealth bonus, a cantrip, and lets me cast invisibility forever so long as I have resonance. Hm, I wonder what people will pick. :p

Potions using resonance is still bad in most cases. It does make some sense for extra breaths from the dragon breath potion. But I'm still going to argue for potions being treated like alcohol and having tolerance based on Constitution, recovering over time. In this event, the first breath from the dragon potion would be "free" and only additional uses would cost resonance.

"Operate Activation action" is going to inspire rage every single time I see it.


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"+1 circumstance bonus"... Why? Why? Also, why? Why are we introducing more types of bonuses? It sounds as if this bonus applies basically no matter what, so just say it's a "+1 bonus" and not have a modifier.

Also, the phrase " 2 Operate Activation actions" needs to die in an *bleeping* fire. Seriously? I'm really looking forward to PF2E, but the mechanics around magic items are revealing themselves to be more and more unnecessarily complex as we hear more.


Corrik wrote:

P1: Then I'll drink my Dragon's Breath Potion and show him what real morning's breath smells like!

P2: Don't be stupid, you only have 2 RP left. Complete waste of the potion and you'll be SOL if you get knocked out.

P1: Oh yeah, never mind I'll just full attack then.

But it costs 1 to drink, and 0 to activate on the same turn.


2 people marked this as a favorite.
Varun Creed wrote:

Overall nice!

Immediate feedback though:

  • Orichalcium has two different rules, better to use one, and use a different metal for the selfhealing effect.
  • INVISIBILITY armor property has nothing in it's description saying that you need to spend 1 RP per cast. Your blogtext seem to say that..?

If it says "something something Activation" it uses 1 resonance. It's not very clear though, but it seems consistent with what they write.


5 people marked this as a favorite.
kwiqsilver wrote:

Rather than:

Success
Critical Success
Failure
Critical Failure

I think it would be more logical to list them in best -> worst (or worst -> best based on your POV) order:
C S
S
F
C F

Agree +1: Best to worst seems so logical. What was the design reason for not listing best to worst?


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Well, now. So armor and weapons (unless otherwise specified) don't use RP at all, except to activate special abilities? That alleviates a lot of some of my fears regarding resonance.

Also, these items are much better formatted than the ones in the last post. All of the effects are separated from the text and made extremely obvious.

Loving it.

EDIT: Misread a thing.


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Right, so, first and foremost.

Etched runes. Just... just for the record, you know etching involves cutting designs into, say... metal, yes? This isn't a process that is erased or 'copied' just by licking your thumb and wiping it away.

Some in-world justification for how they're easily removed of transferred would be nice. Something that isn't just wave another medium (a runestone) at it, so copying it twice.

---

Operate Activation isn't getting any better. It makes even _less_ sense in the listed context, since step 2 (*breathing*) doesn't involve working the potion bottle at all.

A breathing action sets a nasty precedent as well.

--

Dents? And repair? Oh, yeah. This is a level of micro I never wanted in Diablo and WoW, let alone in a table top RPG. Especially when any skill involved can just be erased by 6 gold bottles.


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Combat Monster wrote:
That flat check on the Armor of Fortification seems pretty rough.

20% and 35% chance to negate the crit, respectively. These flat checks replace the old d% rolls.


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willuwontu wrote:
Interestingly, the lesser potion is the most cost efficient of the 6.

Gold cost: yes, resonance cost: no. That's part of the idea behind resonance.


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Do you need to have Legendary Proficiency to use a Legendary Weapon or Armour?


Pathfinder Starfinder Roleplaying Game Subscriber
Varun Creed wrote:

Overall nice!

Immediate feedback though:

  • Orichalcium has two different rules, better to use one, and use a different metal for the selfhealing effect.
  • INVISIBILITY armor property has nothing in it's description saying that you need to spend 1 RP per cast. Your blogtext seem to say that..?

Unless specified, the last blog on magic items made it clear that all activations consume one resonance, unless the item specifies otherwise, such as the dragon breath elixir.

And @ Fuzzypaws because quoting is painful on mobile, you only have to invest one resonance for the armor, but invest 2 for the armor+cloak, so it's a tradeoff.

Grand Lodge

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Possible change to fixed DCs

If we have to have fixed DCs for items..

They should at least be linked to your main item bonus rather than the "fixed rune level" so they have some means of improvement.


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DFAnton wrote:

Well, now. So armor and weapons (unless otherwise specified) don't use RP at all, except to activate special abilities? That alleviates a lot of some of my fears regarding resonance.

Armor does require investment. Weapons don't. Except some uses. Though Vorpal is the probably the most justified use of resonance I've seen.


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I don't understand why Vorpal requires Resonance expenditure.

The first three levels of Healing potions looks well balanced and priced correctly, but then the last three are completely overpriced for the healing offered no wonder Resonance is required to make them barely desirable.


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yukongil wrote:

so do I just grab my Mr. Clean Magic Eraser to take the magically etched runes off of a weapon? Seems a bit silly.

Also, I see someone has played Earthdawn/Shadowrun

Did we really need orichalcum with all the other magical metals and materials we have?

As for the rest of the blog .. I gotta say, this really isn't very appealing to me at all. I had hopes that I'd see something I like but as of right now this just isn't what I'm looking for.

Liberty's Edge

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No art in this one? =(
Anyways, neat!


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So items can only have a certain amount of potency or properties depending on how well-made they are. So what happens if I'm a low-level starting character and I can only afford a lesser quality weapon, but it's important to me that that specific weapon (and not some substitute that I come across at higher levels) be the weapon I use for my entire career? Can it be reforged (by me or a hired NPC) into a higher quality weapon? Will the CRB have the Masterwork Transformation spell?


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Cyouni wrote:
Corrik wrote:

P1: Then I'll drink my Dragon's Breath Potion and show him what real morning's breath smells like!

P2: Don't be stupid, you only have 2 RP left. Complete waste of the potion and you'll be SOL if you get knocked out.

P1: Oh yeah, never mind I'll just full attack then.

But it costs 1 to drink, and 0 to activate on the same turn.

It lasts for an hour, so to get the most use you'll want to have plenty of RP to burn. Using it only once is a complete waste. Using it twice is almost as much of a waste and leaves vulnerable for death.

Resonance discourages expendable use.


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Also, I was hoping the runes would be like FF7 Materia in the aspect that you can equip the same one on Weapon and Armor and it grants different effects. The FIRE rune would give extra fire damage to weapon, but the same FIRE rune on armor would give Energy Resistance 5 to Fire or something like that!


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Potions costing resonance is the single most disappointing thing since my son.


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I question why Dents is capitalized. Possible Weapon/armor damage mechanics?

Also wait, do I have to spend RP, after drinking the Dragon Potion, everytime I go to breath?

I'd like to see this clarified before jumping to "Worst potion ever" stance. But if true I can see this only being used at time of drinking.

Grand Lodge

ChibiNyan wrote:
Varun Creed wrote:

Overall nice!

Immediate feedback though:

  • Orichalcium has two different rules, better to use one, and use a different metal for the selfhealing effect.
  • INVISIBILITY armor property has nothing in it's description saying that you need to spend 1 RP per cast. Your blogtext seem to say that..?
If it says "something something Activation" it uses 1 resonance. It's not very clear though, but it seems consistent with what they write.

Yea I re-read that, and it seems to be that any [[A]] costs 1RP.. But that seems weird because that's just the Action symbol, since [[R]] is the Resolve symbol.

Maybe there's a rule that any "Activation"-descriptor means that it costs 1 Resolve Point?


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ChibiNyan wrote:
Also, I was hoping the runes would be like FF7 Materia in the aspect that you can equip the same one on Weapon and Armor and it grants different effects. The FIRE rune would give extra fire damage to weapon, but the same FIRE rune on armor would give Energy Resistance 5 to Fire or something like that!

Nonsense! A fire rune on armor should burn the wearer to death!

Don't you DARE try to take my portable brazen bull away from me!

Grand Lodge

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Pathfinder Battles Case Subscriber; Pathfinder Card Game Subscriber; Pathfinder Comics Subscriber
knightnday wrote:
Did we really need orichalcum with all the other magical metals and materials we have?

What's one more?


6 people marked this as a favorite.
Varun Creed wrote:
ChibiNyan wrote:
Varun Creed wrote:

Overall nice!

Immediate feedback though:

  • Orichalcium has two different rules, better to use one, and use a different metal for the selfhealing effect.
  • INVISIBILITY armor property has nothing in it's description saying that you need to spend 1 RP per cast. Your blogtext seem to say that..?
If it says "something something Activation" it uses 1 resonance. It's not very clear though, but it seems consistent with what they write.

Yea I re-read that, and it seems to be that any [[A]] costs 1RP.. But that seems weird because that's just the Action symbol, since [[R]] is the Resolve symbol.

Maybe there's a rule that any "Activation"-descriptor means that it costs 1 Resolve Point?

I believe you are deeply misinformed.

[[A]] is "Action", as in "Attack, Move, Activate, Somatic, Verbal," etc. etc. etc. [[R]] is "Reaction", as in "attack of opportunity," etc.

RP cost is implicit in the terms "Operate Activation," "Command Activation," and "Focus Activation."

What I'm saying is that Paizo needs to work on their terminology bloat.


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The weapons get a pass on investment because otherwise characters will never want to put their primary weapon down and be forced into over specializing into the first magical weapon they come across. Having it so that fighters can cary multiple weapons and use the best for the situation is a good thing, but it is a little weird in comparison to staves and other worn items.

I have to admit, I am really, really confused about why we have resonance, X times a day effects, duration tracking, and charges for magic items. Yikes! This feels like a lot of unnecessary complexity and balance redundancy to attempt to make most magic items work like they did in PF1 without spending the time to reconfigure them to a new system. I'd much rather have less magic items at first and have them balanced around not needing x times a day or charges, and then let more items trickle in in supplements.

Item DCs tied to level have a logic, so cool magic items can still be useful at higher levels when saves are better, hopefully upgrading existing magical effects will be much cheaper than building new or buying.

I do like the move of having properties separate from potency bonus. This will encourage more interesting magical weapons.


Varun Creed wrote:
ChibiNyan wrote:
Varun Creed wrote:

Overall nice!

Immediate feedback though:

  • Orichalcium has two different rules, better to use one, and use a different metal for the selfhealing effect.
  • INVISIBILITY armor property has nothing in it's description saying that you need to spend 1 RP per cast. Your blogtext seem to say that..?
If it says "something something Activation" it uses 1 resonance. It's not very clear though, but it seems consistent with what they write.

Yea I re-read that, and it seems to be that any [[A]] costs 1RP.. But that seems weird because that's just the Action symbol, since [[R]] is the Resolve symbol.

Maybe there's a rule that any "Activation"-descriptor means that it costs 1 Resolve Point?

[[R]] Is Reaction symbol. Not Resonance, sadly.


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Voss wrote:

Right, so, first and foremost.

Etched runes. Just... just for the record, you know etching involves cutting designs into, say... metal, yes? This isn't a process that is erased or 'copied' just by licking your thumb and wiping it away.

Etching a rune is a magical process, I'd assume removing one is also a magical process. This is just a preview, the full rules should have a flavor text description of what's going on.

Quote:
Dents? And repair? Oh, yeah. This is a level of micro I never wanted in Diablo and WoW, let alone in a table top RPG. Especially when any skill involved can just be erased by 6 gold bottles.

Agreed. If we have to start tracking HP, dents, or other values for gear any more than we do in PF 1 (where it really only comes up when you fight that bad guy who took the sunder feats), it's going to be annoying.


ChibiNyan wrote:
Combat Monster wrote:
That flat check on the Armor of Fortification seems pretty rough.
20% and 35% chance to negate the crit, respectively. These flat checks replace the old d% rolls.

Ok. I didn't go back to look but I thought the PF1 armor had better percentages off the top of my head. Thanks for doing the maths.

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