
Turkeycubes |

Now that my groups have finally passed the midpoint of the playtest I can say that I've got some serious opinions. Here's the short version. Paizo wanted to make magic items more diverse and push players to make tough choices about how they wanted to use their slots.
The problem, as I see it, is that Paizo moved all the factors and ended up with a real mess.
Resonance was supposed to limit slots, but Paizo applied it to consumables. So only healing items were practical. Instead of fixing resonance to only apply to permanent items, Paizo has dropped it. So that's the end of resonance.
But the other half of the issue is that most of the items are rubbish. How is it possible that staffs are less useful than wands????
(Minimum fix on staffs, allow wielder to cast spells in the staff at any level they have [hightened] slots for.)
All this effort, and the only items that anyone really wants for their characters are the ability boosts and the weapons and armour. There's a few other items that are usually useful, but in the end all we're left with is the same situation with radically less powerful items. (I'll not rant about the shocking lack of wild Druid's items ATM)
With the proficiency system making tiny bonuses into huge advantages (though that is being partially corrected in the final version) there is little hope that we won't have exactly the same spread of magic items in this edition as we had in the last.
The last part is the control system of rarity.... In a thousand years of history the only certainty is that the best ideas get popular. So claiming that great magic items, spells or formulae are simply rare is just silly. If it's useful, it will be used. If it's popular it will be mass produced. If it hard to produce, it will be expensive.....
Economics never lie. Please Paizo, give this some real thought.