|Darksol the Painbringer|
Cthulhudrew wrote:MerlinCross wrote:5) Bitterness. Okay yes this one is personal. I have said that one of the ways I curb CLW spam is limiting the ability to find them. I basically just moved them to Uncommon. This seems to be however a bad move on my part from some of the responses I saw over some of the topics. So everyone's cheering for something I did and got flak for. K.
This is actually (perhaps unintentionally) an interesting point. Not the bitterness, but the reference to the issue of CLW spamming.
From discussion in the Resonance blog post thread (as well as items and others), it was made clear that one of the reasons behind Resonance was as a stopgap to help ease the issue of CLW spam/healing and similar "abuses" of PF1.
However, with the introduction of this new Commonality/Rarity mechanic, wouldn't that serve just as well as Resonance, without adding yet another resource pool to keep track of? Simply rank certain types of items with different levels of rarity to prevent unlimited purchases.
Because Paizo loves to create entire new systems to limit 1st level spells, see:
Cure Light Wounds --> Resonance
Blood Money --> Rarity
I know it's a semi-joke, but it's important to understand that these are different spells with different problems.
Cure Light Wounds isn't a problem by itself (because as a spell it doesn't really do too much by 6th level onward), but is really a problem of Wands. Wands providing the cheapest cast to cost ratio while also having the convenience of keeping them all at once, while choosing to use them as you need and/or want to use them, is really the sole reason why this spell is a problem. The spell itself, when cast from a Cleric's spell list, becomes almost worthless when you get higher level, and those spell slots become better used on other spells. But when you put it in a portable can that you can have in bulk and eat like a bunch of spam to feed yourself? Yeah, it's gonna be problematic. But they aren't necessarily inherent of the spell, but of the "portable can" that they are being shoved in.
Blood Money was really only bad if people actually built around it. Logically speaking, a Wizard with over 50 Strength (for the requisite component for casting something like Wish whenever he wants without cost) was highly unrealistic unless it was an NPC or somebody who min-maxed to all levels of stupid. Even then, using it as a material component for spells like Wish was stupid because you're still going to have it perverted by the GM if you ask for anything outside of the recommended abilities it can do, so optimizing just to have the GM break the game on you being silly was both a ridiculous idea and also something very unfun that I don't think many people at the gaming table would appreciate.
While spells having costly material components are (mostly) a thing of the past, the concern with Blood Money now is with the Rituals section, which can honestly be easily solved by limiting it only to spells (and not rituals). In addition, since you can't realistically expect to have a Strength score past 30 (unless you're an NPC monster or the GM has ramped up the game's power level significantly because reasons), the concepts of the abuse you could expect from Blood Money were pretty weak.