Belisar |
1 person marked this as a favorite. |
The following thoughts on resonance points originated from the experience of of my group an me while playtesting.
I am aware, that Resonance Points as a topic is definitely in the upper range of the top 10 list of issues of many players. I can understand the wish to limit the excessive usage of magic items, to give the GM a tool into his hands to regulate magic items by rule in the core rulebook. Something similar to attunement in 5e.
But, honestly, restricting magical items should be always up to the GM. A GM complaining about an abudance of magic items in his group is responsible for this situation himself in a very high degree, because he let the players acquiring them. And regarding crafting, the GM can limit the access to materials needed to craft magic items and he should so.
But nonetheless, I'm not here to just complain, here is my take on resonance points:
- If using resonance at all, award a character resonance points one/level +2 without any attribute modifier. You learn to handle more magic items with growing experience and without any influence of an attribute.
- Only use resonance points to invest items, I kind of like the concept, that sometimes the full potential of magic items is only tapped in by investment. But don't invest each day anew, it suffices if an item is invested and the resonance point reserved. It feels arkward if the party is surprised in the middle of their 8 hours rest and suddenly all permanent items are not invested ny more and their potential probably reduced.
- For consumables there should be no need to spend resonance at all because, for example in case of healing potions, they contain magic that has been already invoked and just has to be imbibed. In case of consumable wands, rods, etc. just use one resonance point to invest them. That suffices, no resonance spends for each charge. Rather use daily charges instead of charges times available resonance points.
- No overspending, PF2 should be about less book keeping, so no necessary check lists.
Of course, best would be to make resonance a modular option and nothing hardwired into the system mechanic. So everybody can decide for themselves if they want to implement any restriction on magic or none at all. As I wrote in the introduction, usually it should be the job of the GM (based on the setting) how many items are provided to the players. And if at all, use resonance only for investing items.