Master Historian

Threadmiser's page

3 posts. No reviews. No lists. No wishlists.


RSS


15 people marked this as a favorite.

So, I've seen enough articles on it at this point to make an actual decision: Resonance feels bad. I don't like how much it takes away from itemization, I hate what is does to the alchemist, and it's another resource pool that's meant to look like an interesting decision but will just use a preset 99% of the time to stop from faffing about with a dozen notecards.

It restricts itemization by enforcing that *only* the absolute best items will see use in any given slot- the opposite of the solution they proposed in Unchained where the "necessary" items had their stats rolled into all items of the same slot. That's a far better idea as it allows for creative items to have a place without sacrificing actual playability.

The alchemist has gone from a master of weird science to a bomb chucking pyro, losing all spells and replacing it with being chained to items that he can craft, spend RP on, the SP on to blow up. Extremely unhappy with that, especially since alchemist is probably one of the best class concepts they made in 1e. Options replaced with streamlining for balance is not the best idea.


3 people marked this as a favorite.

This feels like a distinct loss to me.
-No extracts
-No AOE potential (be real here, even with the feat tax 5-6 points of splash damage isn't solving clumps like bombs currently can)
-Mutagen at 5, which is a nerf to martials trying to dip and rather uninteresting to a lot of alchemists.

They're really banking on resonance here, which I have yet to be sold on as a good idea. Not a fan to see extracts go, I enjoyed the "spellcasting" part of the class more than the go boom stuff. I generally took archetypes that ditched bombs altogether as they were simply very...bland damage effects.
I do have hope for poisons being useful- if poisons in general are actually usable in 2e.


I did a little math for an item: an adamantine suit of mountain plate. With the basic crafting rules (no magic tools or special forges) it would take something like 650 years of constant work to make one suit. I know the rules exist to keep campaigns moving and stop players from camping out until they can equip themselves with the most awesome stuff ever, but they really should be able to make stuff if they have the skills.