| graystone |
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Material Component Pouch: "Though the components are used up over time, you can refill spent components during your daily preparations." So you can just say you're doing it with no cost or effort. [no cost or extra time required]
Healer's tools don't say anything about it, but if they did I would expect them to work the same as the Material Component Pouch and that'd be to take no real time/effort to do.
| Wheldrake |
One of the stated goals of PF2 was to reduce the number of things you have to track. So now wands have no charges, nor do things like healer's tools.
It's fair to assume that keeping them refilled is part of your cost of living (CRB p294) even though it's not specifically specified as such.
| graystone |
One of the stated goals of PF2 was to reduce the number of things you have to track. So now wands have no charges, nor do things like healer's tools.
It's fair to assume that keeping them refilled is part of your cost of living (CRB p294) even though it's not specifically specified as such.
And of course, "You can attempt to Subsist using Society or Survival (page 240) for free." ;)
| Wheldrake |
Wheldrake wrote:And of course, "You can attempt to Subsist using Society or Survival (page 240) for free." ;)One of the stated goals of PF2 was to reduce the number of things you have to track. So now wands have no charges, nor do things like healer's tools.
It's fair to assume that keeping them refilled is part of your cost of living (CRB p294) even though it's not specifically specified as such.
That's fine on a critical success to subsist (which gives you a comfortable living) but an ordinary success only gives you a subsistence living - living like a homeless bum, for example.
Any character living a subsistence living or less should have trouble keeping their equipment filled. No, this isn't specified anywhere in the CRB, but if you're keen on worrying about such things, you could apply a "supplies exhausted" rule where on a roll of 1 the first week, 1 or 2 the second week and so on, the item was used up and had to be replaced in toto. But of course that would be a house rule.
Note: no offense meant to any homeless bums reading these forums.
| graystone |
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That's fine on a critical success to subsist (which gives you a comfortable living) but an ordinary success only gives you a subsistence living - living like a homeless bum, for example.
And? Since the requirement is, by your estimation, covered by your cost of living, any cost of living should cover it.
Any character living a subsistence living or less should have trouble keeping their equipment filled.
Why? They aren't living well, but they can cover the basic and I'd say that things without a cost or time attached [tool kits and material pouches] IMO fits that. Instead of brand new bandages, you might have recycled clothes torn into strips. Instead of fancy new healing herbs, maybe your poultice instead uses moss, spiderwebs and mushrooms. I don't see why you'd have to pay to keep up these things up.
| Wheldrake |
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It isn't specified, so the easiest thing to do (and the post RAW solution) is to ignore any necessity to keep things like healer's tools and spell component pouches filled.
I'm just saying that if this level of abstraction bothers a DM, it's easy to houserule more stringent requirements.
| graystone |
I'm just saying that if this level of abstraction bothers a DM, it's easy to houserule more stringent requirements.
If that abstraction bothers someone, they're going to have a LOT of houserules in this addition. :P
It isn't specified, so the easiest thing to do (and the post RAW solution) is to ignore any necessity to keep things like healer's tools and spell component pouches filled.
Oh, I agree. I was just not agreeing that a houserule using cost of living should exclude subsistence.
Heck a goblin with City Scavenger can Earn Income and subsist at the same time and it's a downtime action that can be done in exploration in 8 hours. Now that I look at it, if the goblin takes Forager too that's actual pretty cool. [and maybe assurance] The party will never have to worry about food/water/spare change again.
TwilightKnight
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Non-magical healing is way more powerful in 2E that it was in 1E. I am a little surprised healer kits aren't a consumable item given how effective they are, but if the game is designed to account for such an increase is effectively free healing, I guess its fine. Whenever I get around to running a 2E campaign with my home group, I might impose a consumable aspect to the kit, but dunno yet. So far I have been involved with seven sessions of PFS(2) and Medicine+healer's kit is certainly one of the MVPs of 2E along with the three-action system.