How do the new runes work...


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Pathfinder Rulebook Subscriber
Alenvire wrote:
Elfteiroh wrote:
Alenvire wrote:
Dumb question along the lines of runes. Are runes basically just making a item magic? or is it literally a item you attach to any weapon so if you have a greater frost rune you could swap as you want to new gear you find?

It's weird a bit. It's an engraving/symbol imbued with magic you put on an item, but you can "move" the magic by engraving it in a special stone, transfer the "magic" to the stone, then do the same process with the new item.

(At least, that's what I remember from the top of my head)

Thank you. Answers my question. This way a family heirloom passed down to a player no longer gets tossed before level 3.

Can a weapon be upgraded from Expert to say Legendary? I mean, even if it can't I could always use Pathfinder Rule 1 and say it can. Reworked blade, A finer hilt, engravings. Whatever.

It was very much a defined option in the playtest, and I dont expect that to change.


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TheGoofyGE3K wrote:
That can make for some cool loot. Getting 3 flaming runestones is a lot better than 3 flaming daggers

I Did not even consider that. Makes that random holy dagger +1 not suck at high levels anymore because you can transfer the enchant off it.

It also makes having a backup weapon for specific purposes easier to maintain. So that its not a choice of my +5 Flaming greatsword or my +1 holy undead bane dagger for undead. Or however PF2 is using its runes in the end.

Grand Archive

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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Alenvire wrote:
TheGoofyGE3K wrote:
That can make for some cool loot. Getting 3 flaming runestones is a lot better than 3 flaming daggers

I Did not even consider that. Makes that random holy dagger +1 not suck at high levels anymore because you can transfer the enchant off it.

It also makes having a backup weapon for specific purposes easier to maintain. So that its not a choice of my +5 Flaming greatsword or my +1 holy undead bane dagger for undead. Or however PF2 is using its runes in the end.

I think you still needed to do a crafting check to move the rune, so you'd need to be trained, or to have someone in the party that can...

BUT! It's easier to craft/repair IMHO in PF2, and it's much more important, with breaking shields. I easily made my paladin good at repairing his shields in the playtest, and I have no reason of believing it won't be as easy (or easier) in the final version.


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Elfteiroh wrote:
Alenvire wrote:
TheGoofyGE3K wrote:
That can make for some cool loot. Getting 3 flaming runestones is a lot better than 3 flaming daggers

I Did not even consider that. Makes that random holy dagger +1 not suck at high levels anymore because you can transfer the enchant off it.

It also makes having a backup weapon for specific purposes easier to maintain. So that its not a choice of my +5 Flaming greatsword or my +1 holy undead bane dagger for undead. Or however PF2 is using its runes in the end.

I think you still needed to do a crafting check to move the rune, so you'd need to be trained, or to have someone in the party that can...

BUT! It's easier to craft/repair IMHO in PF2, and it's much more important, with breaking shields. I easily made my paladin good at repairing his shields in the playtest, and I have no reason of believing it won't be as easy (or easier) in the final version.

In most settlements there is probably a craftsman you can hire to transfer a rune.


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Alenvire wrote:
Elfteiroh wrote:
Alenvire wrote:
Dumb question along the lines of runes. Are runes basically just making a item magic? or is it literally a item you attach to any weapon so if you have a greater frost rune you could swap as you want to new gear you find?

It's weird a bit. It's an engraving/symbol imbued with magic you put on an item, but you can "move" the magic by engraving it in a special stone, transfer the "magic" to the stone, then do the same process with the new item.

(At least, that's what I remember from the top of my head)

Thank you. Answers my question. This way a family heirloom passed down to a player no longer gets tossed before level 3.

Can a weapon be upgraded from Expert to say Legendary? I mean, even if it can't I could always use Pathfinder Rule 1 and say it can. Reworked blade, A finer hilt, engravings. Whatever.

Yes, it can be. The only thing you cannot upgrade is the material - steel is steel and adamantium is adamantium.


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Ediwir wrote:
Alenvire wrote:
Elfteiroh wrote:
Alenvire wrote:
Dumb question along the lines of runes. Are runes basically just making a item magic? or is it literally a item you attach to any weapon so if you have a greater frost rune you could swap as you want to new gear you find?

It's weird a bit. It's an engraving/symbol imbued with magic you put on an item, but you can "move" the magic by engraving it in a special stone, transfer the "magic" to the stone, then do the same process with the new item.

(At least, that's what I remember from the top of my head)

Thank you. Answers my question. This way a family heirloom passed down to a player no longer gets tossed before level 3.

Can a weapon be upgraded from Expert to say Legendary? I mean, even if it can't I could always use Pathfinder Rule 1 and say it can. Reworked blade, A finer hilt, engravings. Whatever.

Yes, it can be. The only thing you cannot upgrade is the material - steel is steel and adamantium is adamantium.

Or adamantine as we're used to call it in most d20 games ;P

(Although I totally get being a Wolverine fan. Most of all if he's played by Hugh Jackman, but I digress XD ).


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Dem rugged good looks confused me.

Doesn’t help that both translate to the same word in my other main language :P


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Ediwir wrote:

Dem rugged good looks confused me.

Doesn’t help that both translate to the same word in my other main language :P

Everything is forgiven, Brother Ediwir ;)

In Italian, adamant and adamantium are "adamantio", but adamantine should probably be "adamantite" (I found a possible translation as "adamantino", but that would only work as an adjective and if you were a skald from the days of yore ^__- ).


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Hmm... no, “adamantite” was used for a specific 3rd edition material which was different from adamantine but made from irradiated shards found in the underdark. So that doesn’t really work either.
I’ll just have to write a hundred times “adamantium is not adamantine” on my whiteboard.

Ps. Grazie comunque, eh ;)


Ediwir wrote:

Hmm... no, “adamantite” was used for a specific 3rd edition material which was different from adamantine but made from irradiated shards found in the underdark. So that doesn’t really work either.

I’ll just have to write a hundred times “adamantium is not adamantine” on my whiteboard.

Ps. Grazie comunque, eh ;)

I didn't know about adamantite in English! Never happened upon it.

Non c'è di che, Edi ;)


I kinda wished runes worked more like Materia, so that you didn't have to spend hours and hours moving it from one item to the other. Or from item to slate to new item... Also, with that whole adamantine/adamantium thing... languages are weird, but I do like to think that we're both similar metals that coexist, one's an ore, while the other is an alloy that reaches similar properties, similar to Uchatius Bronze and Nickle (the former is a bronze/iron alloy, the latter is an iron adjacent element that's juuuuuuust a bit harder)


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nick1wasd wrote:
I kinda wished runes worked more like Materia, so that you didn't have to spend hours and hours moving it from one item to the other. Or from item to slate to new item...

I bet after some supplement books there will be an alternate weapon quality bonus or a special "placeholder" rune or a trinket that enables exactly that. Plug&Play with rune stones.


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masda_gib wrote:
nick1wasd wrote:
I kinda wished runes worked more like Materia, so that you didn't have to spend hours and hours moving it from one item to the other. Or from item to slate to new item...
I bet after some supplement books there will be an alternate weapon quality bonus or a special "placeholder" rune or a trinket that enables exactly that. Plug&Play with rune stones.

Pls no, rules that exist exclusively to let someone ignore other rules are the main reason PF1 is a mess. I like the idea that in P2 your options enable to do more rather than ignoring general limitations...


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nick1wasd wrote:
I kinda wished runes worked more like Materia, so that you didn't have to spend hours and hours moving it from one item to the other. Or from item to slate to new item... Also, with that whole adamantine/adamantium thing... languages are weird, but I do like to think that we're both similar metals that coexist, one's an ore, while the other is an alloy that reaches similar properties, similar to Uchatius Bronze and Nickle (the former is a bronze/iron alloy, the latter is an iron adjacent element that's juuuuuuust a bit harder)

Well trinkets currently kind of fill that role. Allowing runes to swap ad easily could be fun, but it could also get a little out there. For example, a melee party could essentially switch to a ranged party with no appreciably damage loss when you get a chance to ambush in favorable terrain.

Grand Lodge

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I hope we don't see a "plug & play" rune. I would be happy with a master or legendary skill feat for crafting that let you move a rune in the 10 minutes downtime though. Could make for an interesting set of options for a high level crafter being able to shift runes fast, while not making it ubiquitous like the "plug & play" rune would be.


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Captain Morgan wrote:
nick1wasd wrote:
I kinda wished runes worked more like Materia, so that you didn't have to spend hours and hours moving it from one item to the other. Or from item to slate to new item... Also, with that whole adamantine/adamantium thing... languages are weird, but I do like to think that we're both similar metals that coexist, one's an ore, while the other is an alloy that reaches similar properties, similar to Uchatius Bronze and Nickle (the former is a bronze/iron alloy, the latter is an iron adjacent element that's juuuuuuust a bit harder)
Well trinkets currently kind of fill that role. Allowing runes to swap ad easily could be fun, but it could also get a little out there. For example, a melee party could essentially switch to a ranged party with no appreciably damage loss when you get a chance to ambush in favorable terrain.

Yeah trinkets are a bit like that. I personally currently find them a bit cumbersome to use since they are one-shot consumables. Although with Quick Repair you can switch them mid combat at higher levels. The trinket changes in the Resonance Test were good, I hope they will all be interessting like this.

A legendary feat to move the rune transcriping process from downtime to a 10-minute timeframe would be thematicly nice. If the cost stays the same it will be pretty much self-limiting.

I don't think the melee to ranged switcher party is a problem though, even with a plug&play rune. Since this rune a) must be present on two different weapons and b) would need to be more cost-inefficient to balance the versaility to start with. This tactic would just be expensive as hell.
I would have seen its use more as the fighter switching from a fire to an ice rune when facing fire giants.


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I think switching runes on an item in a relatively tiny amount of time would be a great ability for an artificer-/magic engineer- like class...


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masda_gib wrote:
Quote:
Well trinkets currently kind of fill that role. Allowing runes to swap ad easily could be fun, but it could also get a little out there. For example, a melee party could essentially switch to a ranged party with no appreciably damage loss when you get a chance to ambush in favorable terrain.
Yeah trinkets are a bit like that. I personally currently find them a bit cumbersome to use since they are one-shot consumables. Although with Quick Repair you can switch them mid combat at higher levels. The trinket changes in the Resonance Test were good, I hope they will all be interessting like this.

I, too, found trinkets cumbersome. And often one shot effects for things I didn't want to take as feats because they were weak, uninteresting, or both.

And by "weak" I don't mean "situational." I mean that they were less useful, even in the right situation, than ability I could use all the time. And also expensive. A 3gp trinket will never have the same value as a 3gp scroll. Scrolls work because they are situational and cheap. Trinkets are intended to be situational, but the effects are so short lived as to be ineffectual. I know what they were trying to do, but they missed the mark by leagues.

Heck, I'm not even sure if you bumped trinkets up to "you can have this effect, at will / as a free action / reaction <on trigger>, for 24 hours" to get me to consider the 3gp cost as "worthwhile." Fighters pretty much already get that as a class feature at 9th-ish and I already thought it was a dead feature. Yes, that's exactly what I needed: an extra low-level feat I didn't already take. Thanks.

(Resonance test: I read the rules, didn't play them, don't recall specifics on what it did to trinkets. )


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I agree that trinkets were very underwhelming in the PT. If they still exist I hope they brought them on par to other, already existing consumables.

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