I like resonance. A suggested fix.


General Discussion


One gripe is people find resonance restrictive. I like the idea of it- stopping the CLW spamming in between fights, etc.
One idea is to give characters more resonance points. But have things cost more that designers feel should cost more.
Perhaps scaling cost on spams from wands. One charge costs 1 point, the second charge costs 2 points, and so on. But most wearables would still cost 1 point to invest.
It also opens up design space for more feats that use or grant more points (or feats that make resonance cost less). That way players could spend feats to design an artifice type character.
Also, certain items can cost more, such as artifacts.
I think something like this could work.


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I think everything costing 1 resonance is good because it makes it more appealing to use higher level items rather than just a bunch of low level items.

However I do think that characters should start with a little more resonance at level 1. Having 1 resonance to play with definitely feels limiting.


Or what about potions cost one. Wands cost 2. Wearables cost 1 to invest. Alchemists powers cost nothing, because they're a class feature.
So, maybe different costs, but they're all flat. It could say in the description for each type of item. Most would cost 1, but certain charged items cost 2. Or even not have charges anymore. Just have an item that does X, but it has to be invested and costs to use. So you could use it as much as you felt you could get away with.

Basically, I love the idea of resonance and I understand why it was created.
But there are enough smart designers and players here to where we can all figure this out.
I think giving more points, but having to budget them differently could be a solution.


So far the simplest solution I've heard to this comes from a venture captain for PFS - won't name them to be safe:

"There should be three tiers of resonance use for magic items. Firstly items have a "free" cost, which is always either 'on' or just available, as a low level effect. Take a Cure Light wand. The first 'always on' effect is cast a stabilize spell all the live long day. Then you invest a resonance point and get a stronger effect. Using the same wand, investing a single resonance point gets you a cure light wounds, of 1d8+1. Then the third tier would be after you invest the first resonance point, you can spend extra to get a heightened effect. Using the same wand, putting the second resonance point in might get you a Cure Moderate spell, 2d8+3."

I like this because it's as simple as most of the effects the devs are shooting for, while not hurting people who want to play a healer of sorts.

About the only problem I have personally with resonance in general is that it's tied to your charisma stat. Why should characters that I plan to play who would normally *NEVER* be that charismatic for RP purposes suddenly have to become the Capn Jack Sparrow or Mr. Rip Lampjaw ala Space Mutiny from Mystery Science Theater 3000? And yes, I realize that's not his name, but I can never remember actor's names unless I've seen them in enough movies to have their own franchise, and even then it's not guaranteed.

Thoughts?


I prefer simplicity. If resonance were to stay in the game in some form it should minimize book keeping. Having some things cost 1 and others cost something else doesn't appeal to me.

I would rather:

1) Eliminate all double resonance costs:

Alchemists shouldn't have both a front end resonance cost for creation and then someone else has to use resonance to use the item.

Items shouldn't cost resonance to invest and then cost again for use per day.

2) Start with resonance equal to 3 + charisma. Most of the resonance limitations seem to be at low level. Perhaps there is even a nice flat number that could be used to untie resonance from level as well.

3)Eliminate charges and use per day and replace them with resonance to reduce bookkeeping.

4) Investing items that have permanent effect should all cost resonance. Don't have some items free and others not. Magic weapons and armor are already some of the most potent magic in the game (especially by magic item level)

Other ideas for resonance:

1) Combine it with Spell points. Resonance and spell points are already similar. They both represent innate capacity to activate magic powers and magic items. They could easily be combined into a single pool.

2) Instead of idea #1: Move resonance to intelligence and use charisma for spell points. This helps alchemists and wizards be the magic gadget classes and sorcerers be the innate spell power class. Sorcerers could use spell points for additional spell slots. Clerics could move their channel energy to spell points.

Anyway I'm looking forward to see how the rules get tidied up.


Yea. I see what you mean about the bookkeeping.
Personally I like a more advanced game, but at the same time I don't like pointless minutiae.
So I like going to Bulk instead of fractions of a pound. And I think eliminating charges or per-day would be good, and just use resonance (although, I'm not sure what would keep a CLW from being passed around when each person ran low on resonance).
And I don't have any problem with a CLW that was found being passed around between fights. I just hate the idea of people using their core rulebook as a shopping catalog, and then buying all the cheap wands they can afford. It's stupid.


Barnabas Eckleworth III wrote:

(although, I'm not sure what would keep a CLW from being passed around when each person ran low on resonance).

And I don't have any problem with a CLW that was found being passed around between fights. I just hate the idea of people using their core rulebook as a shopping catalog, and then buying all the cheap wands they can afford. It's stupid.

What keeps the Wand of Healing from being passed around the circle is this:

The Playtest Rulebook wrote p380:

Quote:

To cast a spell from a wand, you must have the spell on your spell list and be able to use the spellcasting actions listed in the spell’s entry

that limits its use to divine and primal casters.

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