Kaemy wrote:
My two cents: went Resonance was first introduced, it felt weird, but also that there might be something in there. When I learned more about how you got it and what it was for, I started liking it more.
Now instead of having a shirt that gives you an extra move action 1/day and a cloak that turns you into a crow 3/day, you can wear both and decide with your 4 resonance points if you run 4 times, or turn into a crow 4 times, or any mix in between, and didn't have to track remaining uses for neither, just a global Resonance Pool.
When I learned potions costed resonance, I was also up for it. This encourages you to drink that one big level-apropiate powerful potion instead of drinking 20 crappy ones in a row after a fight, same for wands (wich I asumed would cost resonance to activate and would have no charges neither, so if you have 10 resonance points to use on wands, you want to make those 10 heals be better, so you buy better wands).
Making potions cost a valuable resource (Resonance) was also the perfect excuse to make them more powerful (since you are limited to how many you can use in any given day) so you would track your 3 AWESOME POTIONS instead of 20 crappy situational ones; and things like drinking a Healing Potion in Combat wouldn't be so much of a waste of actions (if it did for once heal more than what ANY enemy in the battle field could damage with half their attacks).
I was so into resonance, that I started homebrewing it in my current campaign, giving players wands and items that all have abilities that cost resonance, so they decide what/how they use them. And I do like having a resource similar to "How many spells do I have left? Do I want to burn one for this?" for all clases.
Then the last 2 Blog Posts happened... What a mess... 3 or 4 new kinds of actions that have never been explained to us and that seem that could be easily replaced with "Somatic, Verbal and Material". If you want to have a "Amazing Opperator" Feat later that removes the Opperation Action from items, you can...
Exactly how I feel. I really like RP even if I was a bit iffy on needing it for consumables, but understood why it was there and its benefits. But seeing charges and x/day still in the game makes me scratch my head. Why have RP at all if it's not going to be global for all magic item usage? It should remove fiddly tracking of charges and x/day on multiple items and condense it into one global pool. Having both just ups the fiddlyness.