Resonance, wands & potions?


Prerelease Discussion


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Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

This resonance mechanic that we learn about at the Glass Cannon podcast sounds intriguing, but potentially problematic. So I'd like to propose several ways that it might work without causing too many negative side effects.

1) Investing: Apparently, at the start of each day you need to invest resonance points in magic items so that they will function at all. This mechanic appears to replace the DD3.x and PF1.0 notion of magic item "slots" as a limiting factor. But it's highly problematical if everything costs resonance points.

2) Magic vs manufactured: If some gear with wonderful properties isn't "magical" as such, and thus doesn't need to be invested with resonance points, that might solve part of the problem. For example, alchemical items could be considered non-magical. Well-crafted but non-magical arms and armor wouldn't require resonance investing.

3) Use-activated items: A magic sword that shoots a ray of fire, or a wand with a spell in it, might require a point of resonance to activate. Although this seems like a good replacement for the charge mechanic, it does radically change the dynamic compared to charged items as they currently exist in PF1.0. It severely limits the use of wands as back-up magic for when spells prepared (or spell slots for spontaneous casters) run low. I'm not sure whether this should be considered a feature, or a bug.

4) Scrolls: If they are still classed as one-use consumables, scroll use is severely limited. You can acquire scrolls very early in your adventuring career, at a time where you only have a couple of resonance points at your disposal. I would suggest that scrolls not require resonance investment.

5) Potions: As one-use consumables, this is even worse, since you could potentially drink the potion, and have the effect wasted if you are out of resonance.

6) Fixing potions and scrolls: We can easily imagine a system where, without investing resonance, the potion or scroll works at minimum caster level and DC, but in you invest a point of resonance it works at your current character level. IMHO this would be the best way to handle resonance investment for these one-use items.

7) Healing: If alchemists can craft non-magical healing potions (possibly with a different name, like philters) then it would be logical not to require resonance investment in them. If the heal skill still exists, and the results of using the heal skill were beefed up, that would go a long way towards replacing potions and CLW wands.

8) Creating wands and potions: I think wands should only be able to hold arcane spells. That right there would eliminate the strange dynamic of CLW wands and wands of restoration or other divine spells. Potions could be crafted by both divine and arcane casters, using a mechanism like the one described in point (6) above, so that they still have limited effects when resonance is used up. Potions are one-use, in any event, and wands wouldn't need limited charges at all if they require resonance to operate.

Obviously, I'm hoping for comments from some of the Paizo guys on these proposals. But at the very least, I think I've demonstrated that there are ways that the resonance cost issues could be mitigated or solved with relatively limited and uncomplicated rules applied to them.


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I think it was said that an alchemist heal failed to work due to resonance in some game? So unfortunately they count too.

Agreed with you on the consumables. Yeah, we end up with the 5e "attunement" system, but at least that one doesn't punish consumables and only some perma-items use it up for balance concerns. Making it too widespreas is ugh.

Also who's gonna track all these points? My GM notes are already a lot and roll20 only gives you 3 gauges (Hp, AC, class-specific resource for me).


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Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
ChibiNyan wrote:
I think it was said that an alchemist heal failed to work due to resonance in some game? So unfortunately they count too.

Yes, but that's in a playtest. There's no reason it has to stay that way. We have 15 months before PF2.0 is released and at least 12-14 months before it's sent to the printers. That's the main reason we're all spending huge swaths of time reading and posting to this forum. <g>


Wheldrake wrote:
ChibiNyan wrote:
I think it was said that an alchemist heal failed to work due to resonance in some game? So unfortunately they count too.
Yes, but that's in a playtest. There's no reason it has to stay that way. We have 15 months before PF2.0 is released and at least 12-14 months before it's sent to the printers. That's the main reason we're all spending huge swaths of time reading and posting to this forum. <g>

Sometimes I'm not sure if anything in the forum RIGHT NOW will affect the playtest document. Probably want only feedback from having played the thing.


Since you can Invest resonance, this makes smart investing 1 point in a wand and very cost effective.
So it means you still use Wands, but you don't use randomly found items.


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Resonance needs to go! I hated similar mechanics in other systems. Besides I don't think everyone should be forced to play as an Occultist without the benefits.

Magic items don't need to be limited.

You have them, you should be able to use them without checks or other limitations other then class, alignment, etc.


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Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Starbuck_II wrote:

Since you can Invest resonance, this makes smart investing 1 point in a wand and very cost effective.

So it means you still use Wands, but you don't use randomly found items.

If this were true, you'd still need to track charges in some way.

Since wands are activated, the suggestion is that you'd need to spend a point of resonance for each use. If this is true, it replaces the need to track charges, but it makes wands extremely limited in what they can do - only a small handful of uses per day.


Why not just make wands 5 charges each day that renew itself every 24 hours.


Dragon78 wrote:
Why not just make wands 5 charges each day that renew itself every 24 hours.

Buy 5 Wands to have 25 charges each day!


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

The limiting factor will be how resonance needs to be invested. Either:
a) You invest one point per item, then track charges; or
b) You invest one point per use, and don't have to track charges. But you also get very, very few uses per day.


I'm fine with Resonance. Wands do need to be reigned in, and more generally this allows you to have 10 magic rings and wear a magic robe with armor, or have a cape over your cloak: things that look really cool when done right and would be nice to get the effects of.

I just don't want it for potions specifically. I know I keep saying this in various threads, but it makes way more sense thematically for potions to be limited by Constitution instead. Roll for potion miscibility if you go over half your Constitution score in potions per day.


Resonence isn't much different from attuing items in Exalted so I have no problem on that point but having Potions and Scrolls tied to it has to go. If the rule stays in as it currently is, I'll be house ruling an exemption for One Shot items.

Also why is it a Flat test and not Use Magic Device?


Does the Use Magic Device skill exist in PF2E?

Horizon Hunters

Dragon78 wrote:
Does the Use Magic Device skill exist in PF2E?

It was listed that you could roll past maximum resonance to still use items, which suggests either UMD exists or something to the same effect


Chris Sharpe wrote:
Dragon78 wrote:
Does the Use Magic Device skill exist in PF2E?
It was listed that you could roll past maximum resonance to still use items, which suggests either UMD exists or something to the same effect

Nah, it's a flat d20 roll, no modifiers, against DC 10. The DC goes up by 1 every time you attempt it, and once you fumble (DC-10) you can't try again for the day.


Pathfinder Lost Omens, Rulebook Subscriber
ChibiNyan wrote:
Wheldrake wrote:
ChibiNyan wrote:
I think it was said that an alchemist heal failed to work due to resonance in some game? So unfortunately they count too.
Yes, but that's in a playtest. There's no reason it has to stay that way. We have 15 months before PF2.0 is released and at least 12-14 months before it's sent to the printers. That's the main reason we're all spending huge swaths of time reading and posting to this forum. <g>
Sometimes I'm not sure if anything in the forum RIGHT NOW will affect the playtest document. Probably want only feedback from having played the thing.

I very much hope that's the case. Having been through a number of playtests on these boards, I have to say reactions prior to full playtest release tend to include much more "sky is falling" rhetoric and poorly formed theory-crafting math than useful feedback.

Sovereign Court RPG Superstar 2011 Top 32

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I think wands also need to be reigned in a bit - a lot of the "spells replace skills" issue in 3.x and PF1e comes from cheap wands and scrolls. Nobody every complained about wizards having knock or clerics having find traps in 1e because they had to use valuable spell slots to do those things, and thus it usually wasn't worth it. CLW wands also create the issue where an adventure of slow attrition is much less viable.

Not sure I want a system where the brave fighter can't grab the dragon-slaying sword out of the dragon's hoard and use it against the foul beast on the fly, though. I've actually run fights so desperate that PCs were drinking random unidentified potions from the treasure hoping to get lucky.


Squeakmaan wrote:
ChibiNyan wrote:
Sometimes I'm not sure if anything in the forum RIGHT NOW will affect the playtest document. Probably want only feedback from having played the thing.
I very much hope that's the case. Having been through a number of playtests on these boards, I have to say reactions prior to full playtest release tend to include much more "sky is falling" rhetoric and poorly formed theory-crafting math than useful feedback.

The problem with disregarding anything that isn't "actual play experience" is not everything needs to be played to be judged on how it will work. I looked at the kineticisit in detail and knew there were severe issues with the class that went beyond poor layout. The Devs assured us it was mathematically sound. I ended playing with a kineticist. The class is ridiculous (it's an at-will caster with burn doing very little to reign it in). The biggest problem with the kineticist is what it represents at the playstyle level.

Resonance and limiting CLW wands is another one of those playstyle things. I will seek to playtest it. But I expect I know the reaction of my players to it. It's not a game balance problem but how the game is approached problem.

Liberty's Edge

Fuzzypaws wrote:

I'm fine with Resonance. Wands do need to be reigned in, and more generally this allows you to have 10 magic rings and wear a magic robe with armor, or have a cape over your cloak: things that look really cool when done right and would be nice to get the effects of.

I just don't want it for potions specifically. I know I keep saying this in various threads, but it makes way more sense thematically for potions to be limited by Constitution instead. Roll for potion miscibility if you go over half your Constitution score in potions per day.

I like this idea more and more each time I see you mention it. Two resource pools (resonance and pin tolerance) is still far better than the large number of x/day effects on items previously, and it could remove a point of complexity by getting rid of the flat check when you run out of resonance: since you're almost doubling your pill of points usable per day, I'd have no problem with just saying you can't spend resonance once it's at 0.


Maybe it's just the play style for my groups, but I'm not really seeing the issues with the numbers in play here.

*One little note for all assumptions below: If stat dumping at character creation is still allowed, then the whole CHA mod may well become an issue. I'm working on the assumption that stat dumping won't be legal (based off design theories seen in SF so far).

A party of four at 1st level is going to be sitting on 4 Resonance per day (most likely) at the low end. Even with tossing at 4 potions daily, that's a lot more magic items than we tend to run into at 1st level.

As you move up the scale, you're talking about 5 slots per / 20 total at 5th level. That's a magic weapon, armor, other item, and still two slots per character per day for consumables. Sure, this will cut back on the low level wand issue, and likely cut back on consumable buff potions for players. I'm not sure that's an altogether terrible thing. 2 level appropriate healing consumables per day, plus your other magic items, and whatever healing your skills and class bring to the table? Even in our less dungeon focused campaigns with a dozen combats per day...that wouldn't really slow most of my groups down.

With 20 slots per character at the high end, even with no CHA bump (not likely, considering ABP style replacement for the Big 6 is high, along with much increased stat progression with SF's leveling scheme)...I guess I'm just not seeing where folks are going to run into that many instances of running out of Resonance. Even at level 10, you could still have a single level appropriate Cure wand, each character could have 6 magic items a piece, and you would still have 16 uses of that wand available to your party.

All I can see is that this will definitely encourage my players to use wands, staves, and magic items outside of the Big 6. The cost for potions and wands has always been a huge turn-off for my groups. They'll be thrilled with not seeing an expensive wand as a waste of funds now.

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