• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

3PP Release (3rd Party Book Release) Paranormal Power: A Psionics Option for 5e and A5e, written by Steampunkette!

renbot

Adventurer
@Steampunkette I've had a question since I first read Paranormal Power (which I love BTW) a few weeks ago: Why did you decide to make the various Mind Strike options bonus actions rather than Actions? They seem pretty cantrip-adjacent in terms of power and combat cantrips are typically Actions.

Not a criticism, I haven't seen the Esper in play so I don't have in game experience of its power level and comparison to other classes. I've just been super curious as someone who has a (very) amateurish interest in game design.

And as others have said, a truly impressive piece of work. I wish you tons of success in this and future endeavors (which I will certainly back, hint hint!).
 

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Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
@Steampunkette I've had a question since I first read Paranormal Power (which I love BTW) a few weeks ago: Why did you decide to make the various Mind Strike options bonus actions rather than Actions? They seem pretty cantrip-adjacent in terms of power and combat cantrips are typically Actions.

Not a criticism, I haven't seen the Esper in play so I don't have in game experience of its power level and comparison to other classes. I've just been super curious as someone who has a (very) amateurish interest in game design.

And as others have said, a truly impressive piece of work. I wish you tons of success in this and future endeavors (which I will certainly back, hint hint!).
It's because they're meant to combine with the powers to create a flexible dual-wielding style of ranged combat.

All of the powers have a sort of 'Baseline' function that is usable at any time. Essentially a cantrip that only grows in power by 1 point each time you gain an Esper Level if it deals damage. That means that while a Sorcerer is throwing 4d10s at level 20 (4-40 damage per attack) an Esper at level 20 using their baseline Telekinesis power, for example, can deal 1d8+20 (21-28, much higher guaranteed damage, but not as much damage total)

Which is where the Mind Strike comes in. As an additional 2d6+5 (Maximum normal intelligence bonus) that's another 7-17 damage. Maximum of 45 damage, but a minimum of 28 and it requires both your action -and- bonus action. Add in the "Double Jeopardy" of having to make two attack rolls, or giving the target multiple saves, or a save and an attack roll... you'll still do a nice baseline of damage but rarely -excel- at it.

Of course, if you use your action to actually augment your power with extra damage, you can essentially 'Cast a Spell' and follow it up with a Mind-Strike on the same turn. Essentially limitless "Bonus action Cantrip" that deals about 1/5th the damage of a regular cantrip at max level, but early game is actually fairly strong.

The offset, of course, are the powers that an Esper gets access to. While Telekinesis for example deals 1d8+1 at level 1, you have to use both of your psi dice as augments to make it deal as much damage in a single cast as a 1st level spell typically deals. That power use also won't be AoE, like Thunderwave or Burning Hands, but single-target. Though you might retain one or both your psi dice after casting it (essentially not expending the 'spell slot') you're still kinda limited overall. (If you did want to do two targets you could deal 2d8+1 to each target, or three targets for 1d8+1 each)

Great consistent all day damage with a growing floor... but your top-end is never going to match a Sorcerer or Wizard for strict damage dealing, unless you mind-control one and blow all their good spells on themself and their minions.

And, of course, on turns when you -have- to spend your action doing something else (Like dashing, dodging, or doing environmental interactions) you still have your Mind-Strike as a little "Hey, Buddy. Take some damage!" function.

I'm really happy that you're enjoying Paranormal Power, and I thank you for your well wishes! <3
 

renbot

Adventurer
Wow! Thanks. That was a LOT more than I expected. I had no doubts that you had put a lot of thought into this product, but this proves I was underestimating exactly how much thought went into it!

Thanks again for the answer and the amazing product. Now log off ENWorld and get working on your next project!!
 

James Gasik

We don't talk about Pun-Pun
Supporter
I just bought the pdf and looking it over, I like what I'm seeing, but I just have a very minor quibble; the book claims it's for 5e and A5e, but I see it uses A5e terminology and I'm not 100% sure what an "expertise die" is (I mean, I can guess, but I'm not 100% sure what value it should have, I'm assuming it's related to proficiency bonus, so I'm thinking 2 = d4, 3 = d6, 4 = d8?).

Is there a primer somewhere to help someone convert A5e to 5e?
 

WanderingMystic

Adventurer
So expertise dice start off as a d4.

Some class abilities or spells grant you an expertise dice so when that happens you get to add that bonus die to the specified roll. If you have multiple things granting you expertise then instead of stacking, the dice moves to the next size up.

Under normal circumstances the max your expertise dice can de is a d8 but some classes abilities increase that.
 

Pedantic

Legend
Is there a primer somewhere to help someone convert A5e to 5e?
This is a good idea, that I don't know anyone has worked on. Generally, if you're using 1 piece of A5E material with O5E stuff, you can read "add an expertise die" as "add 1d4."

Other things that seem likely to come up in such conversions (not Paranormal Power specifically) are the Engineering and Culture skills, pretty easy to replace, skill specialties which are expertise dice when a specific topic is relevant to a skill check and then the bugbear is maneuvers. Ok don't think there's any easy way short of actually using the maneuver system that substitutes for them.
 

Eyes of Nine

Everything's Fine
So expertise dice start off as a d4.

Some class abilities or spells grant you an expertise dice so when that happens you get to add that bonus die to the specified roll. If you have multiple things granting you expertise then instead of stacking, the dice moves to the next size up.

Under normal circumstances the max your expertise dice can de is a d8 but some classes abilities increase that.
I think someone just posted something - not sure if it's what you were looking for?

 


Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
I just bought the pdf and looking it over, I like what I'm seeing, but I just have a very minor quibble; the book claims it's for 5e and A5e, but I see it uses A5e terminology and I'm not 100% sure what an "expertise die" is (I mean, I can guess, but I'm not 100% sure what value it should have, I'm assuming it's related to proficiency bonus, so I'm thinking 2 = d4, 3 = d6, 4 = d8?).

Is there a primer somewhere to help someone convert A5e to 5e?
A5e is 5e compatible... by and large. And so is the Esper. To easily convert, use the following steps:

1) Expertise is a +2 bonus
2) Exertion is 2xProficiency modifier Exertion Points to spend between short rests.
3) Rattled: Changed to 'Cannot take reactions"
4) Psionic Heritage Traits are Feats
5) Nedraz Heritage + 1 culture = D&D Race/Species. Basically like the Winged/Feral Tiefling choice.

The rest of the book is basically Fluff and Monsters. And the monsters are 5e compatible, just ignore the "Bloodied" note on their HP.
 

James Gasik

We don't talk about Pun-Pun
Supporter
A5e is 5e compatible... by and large. And so is the Esper. To easily convert, use the following steps:

1) Expertise is a +2 bonus
2) Exertion is 2xProficiency modifier Exertion Points to spend between short rests.
3) Rattled: Changed to 'Cannot take reactions"
4) Psionic Heritage Traits are Feats
5) Nedraz Heritage + 1 culture = D&D Race/Species. Basically like the Winged/Feral Tiefling choice.

The rest of the book is basically Fluff and Monsters. And the monsters are 5e compatible, just ignore the "Bloodied" note on their HP.
Ok thanks, that covers most things (and I actually like Bloodied so...). Oh save for...the Paragon thing is I assume all races get a bonus at level 10?
 

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