
SeamusTheHugMonster |

Once thing that annoys me in PF is the cost of consumables, both as a player and a GM.
The cost/benefit of a consumable usually works out to it being better to sell the item and save for a permanent item instead.
By the time the party can afford consumables generally they just aren't effective or have player abilities that do the same thing or are just better.
Which means as a party reward it's just gold with extra steps.
My solution? Just divide the price of consumables by 10.
All of a sudden the party is keeping them on hand, happy to take an extra day or two to do crafting and multiple players in the same campaign are taking crafting feats. Which gives the party a little more sustainability which gives GMs a little more wiggle room in the XP budget for encounters, especially if you want to do a series of fast encounters.
The only problem we've found with this so far is scrolls, for wizards learning new spells they become way to cheap.
The solution is the cost of transcribing a new spell into a spellbook is the difference between the new cost of the scroll and the old cost of a scroll. So it ends up staying the same.

Trip.H |

Yup, the reason why there's no single answer to "fix" things is because the system contradicts itself and is more or less already broken.
Magic Scrolls are waaay too abuseable for savvy spellcasters. It's not just the learning aspect, but post L5 ish, spellcasters can abuse scrolls to cast as many evergreen low R spells as they want.
There will literally not be enough combat actions during the campaign to exhaust gp. (This is especially important for the slot-starved "wave" casters like Summoner).
Meanwhile, things like alchemical items cost a fortune.
My main fix is to not change the prices, but "fix" a different dev mistake to make other options more appealing to players than the current narrow subset of game-breakers.
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If a GM declares that all equipment with a static DC now gets to use the class / caster DC if that's higher, that'll shift player focus to finding and adopting neat permanent magic items with evergreen effects to incorporate into their PC for the rest of the campaign.
Permanent magic items imo are the "best" thing to buff in this way, as it enables them to really work as another layer of player and PC build expression; when they can remain useful for longer, it means that what magical equipment one prefers becomes a more character-defining set of choices rich with role play potential.
The [invested] trait and it's limit help to make sure that's not going to ruin the game, and all those items were designed so that their static DC *was* high and on-level at some point. The "treadmill" where the items just become worthless because the foes get a bigger save number is just artificial s+@*tiness that snuck into pf2e due to existing in older systems.
I honestly think at some point, a dev intended for the listed DCs to be a "if the item's is greater, use that. Otherwise, use yours" mechanic during deveopment, because that is the only thing that makes design sense.
PCs are *supposed* to find items 1 or 2 levels above them, and that design provide a temporary above-the-curve boost while letting them settle down to the at-level baseline as their novelty wears off.
It's just completely bizarre and nonsensical that little scrolls do use the caster DC, but that magic ring becomes worthless.
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This homebrew change also means allowing consumables like potions/elixirs to scale their DCs, and this provides a neat curve where PCs can find and use a weird potion while it's still too expensive to "abuse," but as they gain in level, they get the ability to budget more and more gp toward consumables.
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The main reason I advocate for this is because the system as it is now is already broken. Buff consumables like the Haste Potion don't have a DC or damage dice that falls behind, and once the gp curve makes them cheap to hoard, the whole game kinda either breaks, or players just choose to not abuse their ability to spend gp on combat power.