Interesting Resonance and Where to Find It


Classes


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Resonance is one of the newest features of 2nd ed, and nearly nothing interesting is done with it.

Here's where it shows up as it relates to character creation.
----Dwarf is the only race that mentions resonance. They have one (mostly terrible) feat that loses them 2 permanent resonance.
----Alchemist is the only class that mentions resonance. They get extra resonance and use it for a lot of their alchemy stuff... mostly in the same way it is used in the rest of the book.
----A single feat improves a character's resonance by 2 points.

A lot of people are complaining about resonance... it is poorly presented, easily forgotten, and unintuitive. I have a few suggestions to fix this.

1) Resonance should be as prominently displayed as hit points.

Currently, it is buried in the first chapter, but goes largely under-defined until the treasure chapter (skipping the Advancement, Playing, and Game Mastering chapters). There's plenty of room in the sidebar for each class for a RESONANCE section.

This affords the opportunity for differentiation. Resonance can key off different abilities for some specific classes (like Alchemist and Intelligence, perhaps Wisdom for Monks) without needing an entire feature to explain it. Some classes can have more resonance than others.

This also drives home the point that resonance is a key resource that players should keep at the forefront of their mind (like HP) and utilize to help them progress.

2) Combine spell points and powers with the resonance system.

Again, this pushes the point that resonance is a resource to be spent. It is as important as hit points (perhaps moreso). Most classes have something to do with their resonance from level 1. Those that don't can have something added pretty easily.

This may require some rebalancing of powers, but it will make character management easier for a lot of classes. Players will have an easier time evaluating the opportunity cost of their actions. DMs will have less players not understanding the difference between spell points and spell slots. And so on.

Paizo might even find that this is easier to balance for as well. It means that everything can be balanced based on a single currency instead of multiple.

3) Let ancestries, classes, and feats do more interesting things with resonance.

Elves should be able to get more. Half-orcs might get more abilities but have less resonance. Gnomes might be able to spend resonance on some magical effects... and so on.

Perhaps druids can give their resonance to another player. Perhaps bards can create temporary resonance for their teammates. Perhaps Sorcerers can siphon resonance out of items and enemies. Perhaps clerics get bonuses towards overspending. Perhaps Monks can reset an individual that has failed an overspend check... and so on.

Feats: Even More Resonance, Resonance Refunds on a particular high resonance cost action, spend a resonance to attack of opportunity, spend a resonance to ignore a penalty, spend extra resonance to improve a feature that already spends resonance, metamagic that cost resonance... and so on.

Pretty much anything you might do with hit points, you can find ways to do with resonance to some degree. This can add a new layer to the system that makes for some interesting stories and exciting actions.

If resonance costs are tied into more than magic items (like class features, rituals, powers, and maybe even some basic "take 10" or "add +1" everyman effects), you may also find that the "Wand of Cure Light Wounds" issue solves itself.

EDIT: This could also be used to clear up some of the reaction "clog" people are experiencing if some reactions are instead free triggered actions with a resonance cost.


I like the idea of Resonance being used for powers instead of Spell Points. The latter feels clunky to me, I’d rather just have the Resonance pool balanced for both magic item use and any feats/powers it may be relevant to.

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