What I would do about resonance


General Discussion


I have said several times on this forum and elsewhere I really like the idea of Resonance, but that something should be done about the specific implementation (and apparently something will be done). Inveterate tinkerer that I am, I have been pondering what that something should be.

Firstly, I think it should start a bit higher, but scale a bit more slowly with level. Maybe 3 + Cha bonus + half level. That way Charisma and level are still factors, but it is not so cripling if/when you are low in both.

Secondly, it should not cost resonance just to use a potion. The devs have hinted that there might be an enhanced effect for spending a point of resonance. I would implement that thusly: There is only one version of any given wand or potion. By default it operates at the base level (so level 1 for heal, for example). Pay a point of resonance and it gets heightened to half the level of the person spending the point.

Thirdly, it should actually replace daily uses of items and other resource tracking, as it was said to in the blogs, rather than being an extra thing you have to track. At least, a lot more comprehensively than it currently does. There may be a couple of exceptions to this, but apart from the spell-in-a-can items discussed above they would be few and far between (the only exampke I can think of OTTOMH is Ring of 3 Wishes). Not sure what to do about staffs.

I quite like Alchemists using it to power their abilities as it seems flavourful to me, but of they are going to keep that feature they need more of it. Possible Int as well as Cha rather than instead, and probably a scaling bonus on top of that.

Alchemical items, once made, would probably not interact with resonance at all. That would be a good way to differentiate elixirs from potions.

EDIT: This conspicuously does not limit spamming of healing items. This is because I think this is approaching it from the wrong end - I think if you are to going to limit healing, you should not just limit healing from items but all daily healing - items, spells, skills, whatever. Probably to some value (6-10) plus Con mod healing per day.

_
glass.

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