Canta's page

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I made a fighter for a low level adventure. Human, heavy armor, two handed axe reskinned as a bardiche. Slow as a turtle but once i was in the front line against a tide of giant spiders and a drider, not only did she hold the line but slaughtered the giant spiders that tried to get past her.

Turns out that swipe attacks are really good with axes and power attack is not too bad either for a single powerful attack against a creature above your level. The fact that i had toughness and almost maxed con gave her really good staying power and when the first drider started biting and bludgeon her, the poisoned crits and normal attacks didn't took her down. Two flanking monks with different stances jumping around just threshed anything i could hold in line and any poor thing that slipped by and rushed to fight them alone.

Really made her feel a tide of steel, and with intimidation trained, she was a fearsome tide of steel.


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Wultram wrote:
But resonance is a bad mechanic and has no business being in professionally made product. I am not especially good at homebrew but given a week I could come up with dozens of better solutions. I expect someone who is getting payed to manage better than that.

See, this is something i was discussing with a friend of mine... This idea that the professional designers, veterans in the field, have no idea of what they are doing.

Resonance is a mechanic designed to set the pace of an adventure, to make other things beside the spell caster's resources the attrition factor in a party. It limits ALL magic in a way, so you can't simply blow through an adventure in a day using dozens or hundred of spells "in a can".

If that mechanic is useful, if it works as intended, we can discuss that. But saying that the designers simply don't know what they are doing, that they work could easily be changed by anyone that bothers to write a quick homebrew... Well, that's both mildly insulting to the people hard at work in paizo, and an overstatement of the skill of any random poster in the forum.


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Personally i love the resonance system. The idea of adventuring with a dozen CLW wands to heal between fights always reminded me of the "Potion 99" in a FF game, but there was no actual incentive (or in-world reason) to play other way.

Now that i think about it, the short rest mechanic was a great idea of 4E (among others). You didn't need to carry a lot of consumables, the adventuring day was neither 15 minutes or all day long, and it wasn't magic dependable.

4E also had a clearer writing of it's magic items, there was no way you could be mistaken of what an item did.

And most classes where SAD...

And... Now that i think of it, i wish someone had made a 4.75E


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I can't wait to play a goblin fighter that makes her own weapons... From scrap if needed! With (literal) tooth and nails if those fail!

I love goblins as Core, and hope that the APs or wherever they explain for them being a PC race will be awesome!