|Chad Brown Lone Shark Games|
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I'm digging into this now, trying to make sure that we have a good, clear rule that works going forward and backwards.
The general concept we used for Wands and similar things is that there is a risk/reward element of pushing your luck, and that went over well in our testing. This approach also seemed to be a better match for where wands had conceptually gone in the Pathfinder 2 draft rules. Beyond that, there's the complication that PACG is an exception-based game, and there are a few special cases lurking in the darker corners of this conversion rule.
This is all by way of being clear about where I'm starting, but I'd also like to safety-check that it doesn't dramatically break important gameplay loops for a mixture of pre-Core and Core+ cards.
In summary: assume for the moment that the rule is some variant of "Wands and Plants can either be safely buried, or riskily banished-or-recharged."
Does this break anything?
Thanks in advance.