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State of the mystic
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<blockquote data-quote="jgsugden" data-source="post: 7610027" data-attributes="member: 2629"><p>I am not a fan of the mystic. </p><p></p><p>I worked on a psionics system for 5E for a bit. My core ideas:</p><p></p><p>1.) Don't use the spell mechanism.</p><p>2.) Use all 6 ability scores in the class by having 12 different disciplines, 2 for each attribute.</p><p>3.) Have most of the abilities be 'at will' - with the ability aimed at being stronger than a cantrip, but weaker than a spell that an equivalent caster could cast.</p><p>4.) Although most powers are unlimited 'at will' abilities, there are some powers that are usable once per SR or once per LR. These have the kick of a spell, but I was trying to make the mechanics feel distinct from spells by giving them potentially higher benefits, but additional costs (evocative of the nosebleeds telekinetics get in movies, struggling to hold powers against enemy resistance, etc...) </p><p>5.) The Psion class had five builds: Psychic warrior (Jedi), the Mystic (Psionics as part of the natural order - you're part of the psionic force - you evoke broader psionics, but have less control of them), the Master (Psionics as something you control - you control the psionic force more closely, but have less breadth in what you can do), the Devoted Arcane (Sorcerer King) or Sorcerous Devotee (similar to the Devoted Arcane, but with the magic part more thematically tied to a sorcerer than a wizard).</p><p>6.) You'd gain minor, major or total access to a discipline based upon class level and build. Each discipline had a power list and you'd get to select a number of powers based upon build and class level as well. Having major access to a power meant you could do more with it than if you had minor access. Each power also had a focus option, to which the Master had easier access, but the other builds less access, which allowed you to exert tighter control over powers. </p><p>7.) Psionics are distinct from magic, so detect/dispel magic does not work on it, but I added spells that interact with psionics.</p><p></p><p>While I liked how it was shaping up, I've been too busy (and became preoccupied with other pursuits, such as Gloomhaven, moving, etc..) to remotely finish it. Certain of the 12 disciplines were very hard to shape in this structure as well. I liked that it did not feel like a wizard or sorcerer. I liked that it was incredibly varied. I liked how it worked with multiclassing for any class. I liked how it fit into a Dark Sun setting I would run. I liked how the mechanics of creatures like mind flayers could be revised to work under the psionic system and it felt right. </p><p></p><p>However, it worked best with my epic level rules in play which allowed building a PC up to 30th level rather than just 20th. A 30th level Devoted Arcane was a Sorcerer King and felt complete. A 20th level Devoted Arcane could do powerful magics, but not 9th level spells (though it did have 9th level slots), so it felt a bit restricted like a 10th level cleric/10th level wizard does.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 7610027, member: 2629"] I am not a fan of the mystic. I worked on a psionics system for 5E for a bit. My core ideas: 1.) Don't use the spell mechanism. 2.) Use all 6 ability scores in the class by having 12 different disciplines, 2 for each attribute. 3.) Have most of the abilities be 'at will' - with the ability aimed at being stronger than a cantrip, but weaker than a spell that an equivalent caster could cast. 4.) Although most powers are unlimited 'at will' abilities, there are some powers that are usable once per SR or once per LR. These have the kick of a spell, but I was trying to make the mechanics feel distinct from spells by giving them potentially higher benefits, but additional costs (evocative of the nosebleeds telekinetics get in movies, struggling to hold powers against enemy resistance, etc...) 5.) The Psion class had five builds: Psychic warrior (Jedi), the Mystic (Psionics as part of the natural order - you're part of the psionic force - you evoke broader psionics, but have less control of them), the Master (Psionics as something you control - you control the psionic force more closely, but have less breadth in what you can do), the Devoted Arcane (Sorcerer King) or Sorcerous Devotee (similar to the Devoted Arcane, but with the magic part more thematically tied to a sorcerer than a wizard). 6.) You'd gain minor, major or total access to a discipline based upon class level and build. Each discipline had a power list and you'd get to select a number of powers based upon build and class level as well. Having major access to a power meant you could do more with it than if you had minor access. Each power also had a focus option, to which the Master had easier access, but the other builds less access, which allowed you to exert tighter control over powers. 7.) Psionics are distinct from magic, so detect/dispel magic does not work on it, but I added spells that interact with psionics. While I liked how it was shaping up, I've been too busy (and became preoccupied with other pursuits, such as Gloomhaven, moving, etc..) to remotely finish it. Certain of the 12 disciplines were very hard to shape in this structure as well. I liked that it did not feel like a wizard or sorcerer. I liked that it was incredibly varied. I liked how it worked with multiclassing for any class. I liked how it fit into a Dark Sun setting I would run. I liked how the mechanics of creatures like mind flayers could be revised to work under the psionic system and it felt right. However, it worked best with my epic level rules in play which allowed building a PC up to 30th level rather than just 20th. A 30th level Devoted Arcane was a Sorcerer King and felt complete. A 20th level Devoted Arcane could do powerful magics, but not 9th level spells (though it did have 9th level slots), so it felt a bit restricted like a 10th level cleric/10th level wizard does. [/QUOTE]
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