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I like resonance.
However, I think the best structure for adventures is to generally plan encounters such that there are basically two 'checkpoints' available per 'full rest' they are given.
You lock checkpoint 1 behind a number of encounters that even fairly bad play or people dealing with a not uncommon amount of bad luck should be able to clear before they run out of resources.
Failure to clear checkpoint 1 means something BAD happened in the plot because the characters totally failed to exert an effect on the overall situation (i.e. they horribly failed to break a siege and all the defenders they were trying to relieve were captured or put to the sword. A campaign setback that they'll have to recover from).
Clearing checkpoint 1 but not making it to checkpoint 2 means the characters maintained the status quo in the campaign. They broke the siege but the attacking army was able to retreat in good order. They essentially gave as good as they got, resulting in them generally standing their ground.
Checkpoint 2 is locked behind enough encounters to require good tactical play, clever avoidance/mitigation of encounters, or a good amount of luck to reach with 1 rest's worth of resources.
If they can reach checkpoint 2 without needing to rest then they've essentially earned a hard fought crushing victory. They didn't just break the siege. They broke the siege, slew or captured the enemy general, turned the armies own siege train against them, or some other things that generally resulted in a complete routing of the enemy army that scatters it into an ineffectual force. The characters boldly advanced the campaign plot in their favor as a reward for their skill (or exceptionally good luck).
Wands of cure light wounds as an unreasonably efficient source of healing basically ruins that structure since it gets very hard to stop the party from getting a crushing victory anytime they want unless you can TPK them from full hp in one fight (i.e. I can't really threaten you with a setback unless that setback could very easily turn into a campaign ending full party funeral). Resonance fixes wands of cure light wounds by locking down the total per rest output of the party to a fixed amount, an amount they can look at and cause them to retreat after winning a fight.
Honestly though, I think deep down it is really a cultural issue. Resonance at its core is a system that deals you a hand and by implication says your ability to effect the game is capped at your ability to play that hand efficiently without any loopholes or crutches to fall back on if you spend that hand poorly. People who are seeking to escape pressure or demands in life are going to hate that since they can 'fail' at it, people who want to work through a challenging 'what if' scenario knowing they could fail if they make inefficient decisions will like that. Pathfinder, like anything else in life, can't be for everyone since some people want things that other people don't want and vice versa.