Do not use complicated rules constructions for simple things (like New Resonance)


General Discussion

Dark Archive

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After reading the Resonance Test, I am merely confused.
If I understand it correctly, you can summarize all of the Resonance + Investing rules with:

Set maximum amount of magic items = 10.

(+ a rule which prevents circumventing this number by switching magic items).

If it is so, keep it simple. Don't write complicated rules about Invest and RP, if it is just a complicated rules construct for a simple thing. If you want to mark items as magic items, just put them into the right chapter.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

There are some differences. The need to invest in a magic item means you can't just keep swapping items all day.

On the whole, though, the point is valid. The rules need to be described in simple and straightforward language, with pointless complexity trimmed away. Too much of the playtest so far is written the way you would if you were writing a computer game, not something human beings will read.

Silver Crusade

Agyra Eisenherz wrote:

After reading the Resonance Test, I am merely confused.

If I understand it correctly, you can summarize all of the Resonance + Investing rules with:

Set maximum amount of magic items = 10.

(+ a rule which prevents circumventing this number by switching magic items).

... that's what they did? Am I missing something?


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Yes. They could remove a layer of complication by just calling it worn magic item slots/capacity and noting that worn magic items need to be invested in.


I think that having the rules as they are allow for more variation, for example the dwarven feat that says -2 Resonance or other feats that increase it.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

There will inevitably be feats that increase the worn magic item capacity, but as somebody who makes character sheets I hope those aren't too prevalent.

Dark Archive

Megistone wrote:
I think that having the rules as they are allow for more variation, for example the dwarven feat that says -2 Resonance or other feats that increase it.

I do not think it is a problem to write in a feat, that you can have two magic items more or less.

Horizon Hunters

Agyra Eisenherz wrote:

After reading the Resonance Test, I am merely confused.

If I understand it correctly, you can summarize all of the Resonance + Investing rules with:

Set maximum amount of magic items = 10.

(+ a rule which prevents circumventing this number by switching magic items).

I agree with the OP, if only to help newbies understand the system. Every rule adds to the front-loaded learning curve.

On that note, I like the idea of Focus points being used to activate items that can be used once per day, but maybe this could be more eloquent and easier to understand if this system was truly universal and had no exceptions.

In other words, "I am an item. Spend 1 Focus to use me."

If every item that can be activated gets activated in this way, great. If, on the other hand, you have items you can't spend Focus on, or items that can be spent 3 times for free before Focus comes in, well, that's fiddly and frustrating and you need to read the fine print every time you use it, that slows the game down.

On that note, I dislike limited resources in general, although I understand the necessary evil they represent, the fewer we have to deal with, the better.


I'm glad we have a word for the limit: resonance. I'd like to keep that.

The whole bit with RP and spending and the process should be cleaned up, but I see it as the result of minimal editing to produce the rules test and not an indication of final quality.

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