
ThesetTeSheper |

As I understand from the podcasts and blogs and other posts here on the forums, Resonance is incredibly controversial. And I believe we almost universally agree that it doesn’t work in its present form. So I am going to put forth why I think it’s poorly designed and how I would go about fixing it.
Having played both D&D 4e and 5e, I see Resonance as taking the worst parts of 4e’s arbitrary “you can only use 3 daily use magic items a day” rule and 5e’s attunement system and combining them. Now I understand that the purpose of the resonance system is to curb spellcasters’ ability to use scrolls, wands, and staffs to break out of their limited daily spell preparation limit.
However, in attempting to accomplish this, I believe that it fails on several fronts. Firstly, it penalizes martial characters just as much if not more than it penalizes casters. For example, let’s look at a level 9 martial. Base you have 9 resonance points. It’s reasonable to assume you’ll have found some kind of magic weapon (1), maybe some armor (2), and you’ve got the most strength so you have the party’s bag of holding (3). After that one encounter with a bunch of annoying archers you found some bracers of missile deflection (4). You know you will be entering the Lava Cave of Certain Death, so you get your wizard to make you a lesser ring of fire resistance (5).
In the end you have spent 5 of your 9 resonance. So you have 4 resonance which seems kind of reasonable. But then you have to remember that to actually use your bracers or bag of holding it costs and additional resonance. Then if you get hurt and need a potion, that’s one more. Now you only have 1 resonance remaining. Granted you are allowed to “overspend” but critically failing an overspend means you can’t use magic items at all for the rest of the day.
Being a caster doesn’t really change much. You don’t need magical weapons or armor, but there are still plenty of permanent magic items that are useful regardless of being caster or martial. In my 9th level wizard for the playtest I have 10 resonance with 6 spent on permanent items. Still leaves me with 4 resonance to split between the staff, scrolls, and potions.
The second failing I feel is the added bookkeeping without benefit. Not only do you have to track uses per day of the individual items but you also have to track their resonance costs as well. How many items did you invest? How many uses of items do you have left? How many times did you overspend? How many charges are on your wand? Did you use that aeon stone ability already? You end up tracking a lot of this information twice and there doesn’t seem to be any benefit to doing so.
The third problem is the narrative and “magicalness” of magic items. Potions/oils are supposed to be self-contained spells that literally anyone can use just by drinking/applying them. No casting ability needed at all. But now it only works if the person has resonance remaining? And if you don’t have resonance and drink the potion, it’s still gone. You can’t undrink a potion.
So here is my suggestion for fixing Resonance. Chop off the Charisma modifier and just make it flat level. Any items that require charges/uses per day instead pull from this resonance pool. Permanent magic items and consumables no longer use the resonance system at all. To counter-balance this, we can slightly increase the cost of these items to make them less accessible. If we include wands in this, that might make them too powerful (basically a staff with more charges and only 1 spell), so maybe let them keep their own pool of charges. So only activated abilities of permanent items and staffs use resonance, with consumables and wands keeping their typical usage requirements.
So if we go back to the above 9th level characters, the martial character has not spent any of his Resonance up front and now only has to worry about spending his Resonance on his bracers which will likely mean that he rarely if ever runs out of resonance. Maybe he can even invest in some trinkets now. The wizard that I made however, similarly does not spend any Resonance up front, but now those 10 Resonance Points are going to be divined amongst a Spell Duelist’s Wand, an Aeon Stone, a Wayfinder containing said Aeon stone, a Phylactery of the Occult, and a Lesser Staff of Divination. Which means that I will generally get 2 uses out of each of those each day. Which is still significantly less than in 1e.