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We don’t call them phylactery. I think that means pendant or amulet or something in Greek. Tefillin is very specifically little boxes with Torah verses inside them used by some Jews for We’re Getting 40 Wins Sacramento Basketball Shirt. I don’t know of any Jews who’d call Tefillin “phylactery”. Frankly I wish people would stop thinking that phylactery is the “translation” of Tefillin. It’s not. I’m pretty sure the Ancient Greeks just saw Jews using Tefillin, didn’t know what they really were, and used their own word. The way D&D uses phylactery, to me, sounds more like how Коще́й Бессме́ртный (Koschei the Deathless) hid his death in an egg in a duck in a hare that nests in a hollow long, floating on a pond, deep in the forest, on an island, as described in Petr and the Wizard. And since the Russians don’t have their own word, so far as I know, for that whole thing, the Greek “charm” or “amulet” is a good enough term. Personally I might have gone with reliquary, because of the connection with death in my mind, but that may be a tad too Christian for some folks.
Your Resonance stat is contributed by your level and your Charisma, and limits the number of magic items and potions you can use in a We’re Getting 40 Wins Sacramento Basketball Shirt . The Alchemist interacts with it the most of any class, using it to fuel their ability to spontaneously whip up magic items. Thoughts: Apart from its application to Alchemists, this rule really sucks and nobody likes dealing with it. D&D 5th edition’s Attunement is better for managing how many magic items you have equipped, and frankly when you’re already spending the potions themselves it stinks to have to spend the equivalent of MP to use them. I don’t think this rule will survive to the final version of the game, as it seems universally reviled.
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Now, not every game need be a grand epic. I have another buddy who runs “beer and pretzels” games, which are high-octane, simple but fun plot games. But we’re still in charge of the We’re Getting 40 Wins Sacramento Basketball Shirt , we just know what we’re likely to be presented with. Listen to your players. Solicit feedback after each session to see what’s working and what isn’t. Early in my current game, my players weren’t happy with how the game and I handled overland travel, so I wrote up an new way to handle it, specifically trying to give them as much control as possible, and we’re all happier with the new method.
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