Alchemical Golem

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Rehabilitating Resonance
I like what the resonance pool is trying to accomplish, but agree its implementation could be improved. I have an idea how to address the problems (with help from other forum posts and Starfinder) while also streamlining a couple of other parts of the game.

Point Pool Purgatory
Has anyone else noticed that hero points only get a half page treatment with no feat or class ability support? Its yet another (tiny) pool that you have to remember you have to use at the crucial moment. The same goes for the cleric channel energy pool. Finally, there is the other whopper point pool that collected all of the various class pools into one place, spell points.

I think part of the problem with resonance and these other pools is that there isn’t a clear in universe explanation of where all of the pools come from and how they are distinct from each other. One pool that represents inner strength, force of will, or whatever is easy enough to understand, but three plus breaks the in-game fiction.

Powers, Cantrips, Hero Points, and all that
On a related topic, has anyone else noticed that powers and cantrips are all but identical except one costs spell points and the other does not? Cantrips are really just powers that have a cost of zero. I think it would open up the design space more to merge these two concepts and allow for costs of powers/cantrips to have costs ranging from zero to 2 or more is special cases and make sure powers of a certain cost are relatively balances with one another. Give some of the power heavy classes like paladin back some at wills this way. This (nod to Starfinder) also points the way to bringing the various hero point “powers” into the same framework.

In the following post, I lay out an alternative that attempts to merge all of these ideas together to significantly reduce in game resource tracking and rationalize some rules elements that overlap heavily. Please Enjoy.


Ok, here's the plan. My players are 7th level. They have inadvertently led the bad guys (a wannabe lich and crew) to the location of an artifact they were sworn to keep secret. Since the hiding place is blown, they will be charged with protecting the artifact and fleeing. The artifact is one of the bloodstones of Arazni. Once they are in possession of the stone, they with gain a mythic tier.

After that, they will eventually figure out what it is by researching in Absalom or maybe last wall (they are currently in Ustalav). Then they will be encouraged to find the remaining bloodstones and then confront Arazni with the combined power of the bloodstones to defeat her. Each bloodstone will be a major quest that will take them multiple levels to complete. They will be hounded every step of the way by Arazni's grave knights, and possibly some crazy Iomedae/Aroden worshippers.

I want to tie adding mythic tiers to accumulating more of the stones. So I'm going to skip the lesser trial rules, and give them more tiers when they get their hands on each stone. I am wondering how to spread out the tiers. Should I give them 2 tiers per stone (so all four would put them at 8) and the last two if they defeat Arazni? Or just stick with 1 per stone?

Thoughts? It all seems a bit Monty Hall, but I can surely keep them challenged ;). Also, the stones have a serious drawback.