| Ed Reppert |
There are various kits in the game. Some of them, at least, contain consumable items -- healer's toolkit for example contains bandages. As far as I can see, such kits are always full and never run out of anything. The rules speak of "replacing" such components, but no mechanism is mentioned. I suppose it's one of those things most players consider "too nit-picky" to worry about. Have I missed something?
| Lightning Sentinel |
Given that they're used much more often than disguise kits, it'd be really frustrating and lethal to run out. You can certainly copy Disguise Kit if you want to.
| Claxon |
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I'd say it's too nit-picky. It doesn't mention how many "charges" the kit would even have to run out.
If your players really want that level of realism, simply say that whenever they're in town it can be assumed their replenishing supplies and that periodically they're spending a portion of their wealth on restocking. But the amount spent is inconsequential to their overall wealth (except maybe at level 1 and 2) that it's not actually worth tracking.
| NorrKnekten |
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With exception of Lockpicks, it's entirely up to the GM to determine to what extent a kit needs to be refilled. Typically the cost of this is neglible that as long as a party has access to any sort of market they can refill them as needed and the cost for that is usually not large enough to bother about.
Ofcourse the only kits which still has these are the Disguise kit and Writing Kit and the rest of the rules to my knowledge were removed to save on page space. Much akin to having to purchase bandoliers and pouches to carry these tools in.
| Ed Reppert |
Speaking of bandoliers and pouches I have a vague memory, maybe from PF1E, maybe from some other game entirely, of a container designed to carry multiple staves and multiple wands (and I think there was another "pocket" as well) and giving easy access to "just the one I want right now". Did such a thing exist? Does such a thing exist now?
Why isn't "container" a subdivision under "equipment"? :-)
| Mathmuse |
| 2 people marked this as a favorite. |
Speaking of bandoliers and pouches I have a vague memory, maybe from PF1E, maybe from some other game entirely, of a container designed to carry multiple staves and multiple wands (and I think there was another "pocket" as well) and giving easy access to "just the one I want right now". Did such a thing exist? Does such a thing exist now?
Why isn't "container" a subdivision under "equipment"? :-)
Bandoliers and pouches existed in the 1st printing of the Pathfinder 2nd Edition Core Rulebook. For example, a character could wear a toolkit by filling all the bandolier pockets with the toolkit. And every sword was sold with its own scabbard. They forgot to mention quivers.
However, by the 2nd printing Paizo developers had decided that mentioning containers was not worth the effort, except for the backpack and similar items that enable carrying more bulk. Sheathes, scabbards, quivers, bandoliers, pouches, and pockets became implied. The adventurer always had exactly the containers that they needed at no cost and with no bulk.
This also relates to restocking toolkits. Tracking individual items in a toolkit, such as glass vials versus alcoholic solvent versus sulfur powder in an alchemist's toolkit, was not worth the effort. But without the tracking, restocking the toolkit would be weirdly abstract. So they skipped the restocking, too.
And the Remastered Players Core mentions bandoliers only once.
Carrying Items
A character carries items in three ways: held, worn, and stowed. Held items are in your hands; a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands. Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth, and they can be retrieved and returned relatively quickly. Stowed items are in a backpack or a similar container, and they are more difficult to access.
| NorrKnekten |
Pretty much what Mathmuse said.
They were categorized as adventuring gear.
For example a belt pouch held 4 items of light bulk or less.
A satchel held up to 2 bulk worth of items.
A bandolier held 8 items of lightbulk or less.
They basically served no other purpose than being a limiter to how much you can have "Worn" at a time, offered no upsides to what we have now, and typically had a combined cost of 2-3 silver. The downside was obviously having to keep track of what you are carrying where.
| Northern Spotted Owl |
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Speaking of bandoliers and pouches I have a vague memory, maybe from PF1E, maybe from some other game entirely, of a container designed to carry multiple staves and multiple wands (and I think there was another "pocket" as well) and giving easy access to "just the one I want right now". Did such a thing exist? Does such a thing exist now?
You're thinking of the Efficient Quiver. I'm pretty sure that did not make it into PF2.
| Northern Spotted Owl |
There are various kits in the game. Some of them, at least, contain consumable items -- healer's toolkit for example contains bandages. As far as I can see, such kits are always full and never run out of anything. The rules speak of "replacing" such components, but no mechanism is mentioned. I suppose it's one of those things most players consider "too nit-picky" to worry about. Have I missed something?
I categorize this under, "would not make my gaming sessions more enjoyable, could well make them less enjoyable."
| NielsenE |
I tend to think its not worth the additional tracking. Lets look at the healer's kit for instance.
If you added it charges to it, it's likely to only affect low-level adventuring. At higher level the replenishment cost is a drop in the bucket, and with spacious pouches, people could carry enough replacements they're unlikely to ever run out. And low-level already feels dangerous/cautious enough, to me, that I don't think you need to layer more on top of that.
If you set it to ~10 uses per kit refill, if we assume typically 3-4 uses per significant combat, that's likely a single adventuring day before running out. That feels too restrictive for what is a mainstay of the game's healing design. If you set it to 20, that's still only about two adventuring days, which might be about the length of a common level 1 outing, so while they might run out, it would be tight, and likely restored upon getting back to town. So you had to track it once, and after the first adventure they have enough money to buy more replacements then they'll likely to need. Anything more than 20, and the tracking to exhaustion likelihood is just busy work that's never going to get tripped.
Basically, 20 bandages per healers pack could be interesting once per campaign, without feeling like you're highly limiting non-magical healing. It won't be a money sink or a bulk issues past the low levels. Perhaps you could make the higher DC treat wounds checks consume more charges, but I think you'd be spending time tracking for no real improvement in gameplay or narration.
The one exception, IMO, could be a campaign start like Serpent's Skull. The PCs are stranded on a remote island, they have no way markets around, and are level 1. You would need rules for tearing up clothing to make replacement bandages, for recycling any cloth, or possibly grasses/reeds, etc. But that would be a very custom/particular setup and should be more about allowing almost any inventiveness, so you're not looking to actual restrict the PCs, just make them be creative.
| Ed Reppert |
Ed Reppert wrote:Speaking of bandoliers and pouches I have a vague memory, maybe from PF1E, maybe from some other game entirely, of a container designed to carry multiple staves and multiple wands (and I think there was another "pocket" as well) and giving easy access to "just the one I want right now". Did such a thing exist? Does such a thing exist now?You're thinking of the Efficient Quiver. I'm pretty sure that did not make it into PF2.
That's the one. A search of 2e.aonprd doesn't find it. a search of aonprd (i.e. first edition) does find it. Oh, well.