In the classic Facade pattern, a single object usually provides a simplified interface to something more complex.
As the Gang-of-Four put it (as close to "official" as it gets...):
Facade (185) Provide a unified interface to a set of interfaces in a subsystem. Facade defines a higher-level interface that makes the subsystem easier to use.
and
...a facade merely abstracts the interface to subsystem objects to make them easier to use; it doesn't define any new functionality, and subsystem classes don't know about it.
Or, as Unmesh puts it in https://stackoverflow.com/a/5242476 :
A Facade shields the user from the complex details of the system and provides them with a simplified view of it which is easy to use. It also decouples the code that uses the system from the details of the subsystems, making it easier to modify the system later.
The Single Responsibility Principle advises us that
a class or module should have one, and only one, reason to change.
Per Uncle Bob (http://en.m.wikipedia.org/wiki/Single_responsibility_principle)
Given that a Facade, by design, shields a user from a multitude of "reasons to change", how can these two ideas work together? Doesn't a Facade have as many reasons to change as the number of subsystems on which its implementation depends?