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![]() SuperBidi wrote:
Not sure I understand this differentiation. To get stunned with Daze, you have to critically fail a saving throw. To get enfeebled with Chill Touch, you have to critically fail a saving throw. Both conditions appear to be a side effect of the spell after taking damage. Thanks for the responses, everyone. ![]()
![]() One of the requirements of Unleash Psyche is that it "applies only to spells that don't have a duration". The Daze cantrip has a listed duration of "1 round". The only lasting effect is on a critical failure, in which case the target is "stunned 1". I assume that this means the stunned condition only lasts one round. However, the Chill Touch cantrip does not list a duration, but in its description, it says that the target is "enfeebled 1 for 1 round" on a critical failure. So Daze and Chill Touch are very similar in this regard, but Daze has a listed duration and Chill Touch does not. I ask because with a listed duration, Daze would not be eligible for the benefits of Unleash Psyche (RAW). Is this the intended effect? ![]()
![]() Just to throw in my 2 cents: I hope a better system can be put in place, because Resonance as it currently exists, will be ignored in my campaigns. I have never experienced any of the "problems" that were given as a reason to have it. No one I've personally gamed with has expressed this either. Since we are not seeing these as issues, we can simply ignore them for home campaigns (replacing Resonance with "spell points" for Alchemists since they are directly tied to Alchemists in this game). Unfortunately, if we are going to continue with the Pathfinder Society, we will have to deal with these rules. So I'm hoping they fix them, replace them, or remove them officially from the game. ![]()
![]() Is there a reason why different classes get different class feat counts? For example, the martial classes (Fighter, Paladin, Ranger, etc.) get a class feat at 1st level, and another class feat at every even level (11 by level 20). However, the spellcasting classes (Wizard, Druid, Cleric, etc.) only get class feats at every even level except levels 12 and 16 (8 by level 20)? Druids get a bonus feat at 1st level based on their order, but I don't believe wizards or sorcerers do. In fact, Sorcerers don't get a class feat at 10th level either, so they are four feats down compared to the martial classes (7 by level 20). The two reasons I can think of on why this would be is that either their feats are considered "better" than the class feats of martial classes, or their classes overall are considered "better" than the martial classes, so the lack of class feats was seen as an equalizer. I don't believe that either is the case, so I'm not sure why those classes are "punished" by reducing their class feats. It may be some other reason, and forgive me if I missed an explanation if one was already listed. ![]()
![]() I must be missing something for those who are saying this is under-powered. It only takes one action in combat, which means you can spam this three times in a round, healing 3d10 points of damage (plus whatever Wisdom bonus you may have) without provoking an attack of opportunity, or requiring a specific class/item/resonance/consumable/etc. It doesn't take many levels for the proficiency bonus alone to make this a decent percentage of success for any class, even those without a high WIS score. By 7th level, I can become a master at Medicine. Then I take Assurance in Medicine which means I can get a 20 result automatically, making it possible for me to auto succeed in healing myself without any consumables being used. Also, at the end of every encounter, I can simply state that I heal the entire party. No spells, potions, or wands will every be needed for this party again. If the idea of resonance points was to limit spamming of healing, then they just introduced a new spammable ability (which costs nothing, unlike a cure light wounds wand) which negates the purpose of resonance points. Because we get skill feats regularly in 2nd edition, I can't imagine any of my PCs won't eventually have this as an ability. I really think this needs to be limited to how many times you can use it (or make it longer than 1 action; perhaps 1 minute or more). ![]()
![]() I've seen this earlier in the thread and in a few other threads, but can someone tell the reason is for having Resonance as a concept at all? It seems like the most commonly used argument is to limit wands after a battle. Is that it? Resonance seems very restrictive for low level PCs who rely on one-shot items a lot given their limited spell use or variety of permanent items. If wands abuse is a thing (and I guess I never heard anyone complain about that in any gaming session I've ever been in), can't we just limit wands usage to some number of charges per day? If not wand abuse, what is the point (or goal) of using Resonance to limit usage of potions, scrolls, items requiring investing, etc.? What am I missing about this? Also, I really wish that Resonance was a separate point pool for everyone rather than tying it directly to a class (Alchemist) directly. |