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What's wrong with the psion in UA mystic 3
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<blockquote data-quote="NotAYakk" data-source="post: 8098072" data-attributes="member: 72555"><p>Its level 1-10 power curve is too steep, like a combo melee+caster; then its 11-20 power curve flattens, like a melee.</p><p></p><p>(Here, "melee" I mean "uses weapons for combat power", and "caster" I mean "uses spellcasting engine for combat power").</p><p></p><p>Psychic Focus is a floating decent feature, plus a channel-divinity thing.</p><p>Psi Points, at lower levels, is full caster spell points.</p><p></p><p>Then you have features like Mystical Recovery / Consumptive Power / Telepathy / etc. Which are solid.</p><p></p><p>Then you look at each discipline. Each of them is about half to 1/3 of a class's worth of abilities, and you have 5 of them by level 5.</p><p></p><p>While someone else needs to Paladin 2 to get smite, you just burn one of your 5 disciplines and and get psychic smite that is 80% as good. Or get a discipline that, starting at level 9, lets you cast a 5th level spell to let <strong>almost all of your allies</strong> make a full attack.</p><p></p><p>Post 10, what you get is overlapping concentration as a replacement for 6th+ level spells. So no new mechanics. So in the back 10 (L 11-20), while you start from a high point (with like 3 classes worth of features welded together, all level 10), you don't scale like a full caster after it.</p><p></p><p>---</p><p></p><p>Design wise, the problem with the super-scaling abilities is that they lack some of the twists of spells.</p><p></p><p>Like, fireball -- great damage spell, often annoying to use. Your alternative is scorching ray, which does less damage often even on a single target, so sometimes you'll use it when it isn't optimal.</p><p></p><p>With a Mystic, this only happens if the Mystic didn't pick the other option. The damage abilities all scale per point spent.</p><p></p><p>They scale a bit too fast and stack too much.</p><p></p><p>As an example, inflict wounds does 2d10+1d10 per spell level. Beastial claws does 1d10 per PP. At level 1, wounds is 3d10 vs 1d10.</p><p></p><p>At level 1 it is 3d10 vs 2d10</p><p>At level 3 it is 4d10 vs 3d10</p><p>At level 5 it is 5d10 vs 5d10</p><p>At level 7 it is 6d10 vs 6d10</p><p>At level 9 it is 7d10 vs 7d10.</p><p></p><p>Looks fine, right?</p><p></p><p>Then you break it. You use a bonus action to Brute Strike (+1d6 per PP) before attacking, and on a hit also burn Knock back (+1d6 per PP).</p><p></p><p>Your tap is now 12.5 damage for 3 PP.</p><p>L 3: 37.5</p><p>L5: 62.5</p><p>L7: 75</p><p>L9: 87.5</p><p></p><p>And maybe you mix in another 1d8 by using the animate weapon instead of claws (1d8 damage class feature), and you have giant growth up for +2d6 per swing.</p><p></p><p>So at level 9 you can make a 99 damage strike.</p><p></p><p>And that wasn't me looking up broken combos, but just doing a quick "how hard can you hit with these abilities" while writing this post.</p><p></p><p>Now you did burn a lot of PP to do this. But you also have efficient options beyond this kind of nova.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8098072, member: 72555"] Its level 1-10 power curve is too steep, like a combo melee+caster; then its 11-20 power curve flattens, like a melee. (Here, "melee" I mean "uses weapons for combat power", and "caster" I mean "uses spellcasting engine for combat power"). Psychic Focus is a floating decent feature, plus a channel-divinity thing. Psi Points, at lower levels, is full caster spell points. Then you have features like Mystical Recovery / Consumptive Power / Telepathy / etc. Which are solid. Then you look at each discipline. Each of them is about half to 1/3 of a class's worth of abilities, and you have 5 of them by level 5. While someone else needs to Paladin 2 to get smite, you just burn one of your 5 disciplines and and get psychic smite that is 80% as good. Or get a discipline that, starting at level 9, lets you cast a 5th level spell to let [B]almost all of your allies[/B] make a full attack. Post 10, what you get is overlapping concentration as a replacement for 6th+ level spells. So no new mechanics. So in the back 10 (L 11-20), while you start from a high point (with like 3 classes worth of features welded together, all level 10), you don't scale like a full caster after it. --- Design wise, the problem with the super-scaling abilities is that they lack some of the twists of spells. Like, fireball -- great damage spell, often annoying to use. Your alternative is scorching ray, which does less damage often even on a single target, so sometimes you'll use it when it isn't optimal. With a Mystic, this only happens if the Mystic didn't pick the other option. The damage abilities all scale per point spent. They scale a bit too fast and stack too much. As an example, inflict wounds does 2d10+1d10 per spell level. Beastial claws does 1d10 per PP. At level 1, wounds is 3d10 vs 1d10. At level 1 it is 3d10 vs 2d10 At level 3 it is 4d10 vs 3d10 At level 5 it is 5d10 vs 5d10 At level 7 it is 6d10 vs 6d10 At level 9 it is 7d10 vs 7d10. Looks fine, right? Then you break it. You use a bonus action to Brute Strike (+1d6 per PP) before attacking, and on a hit also burn Knock back (+1d6 per PP). Your tap is now 12.5 damage for 3 PP. L 3: 37.5 L5: 62.5 L7: 75 L9: 87.5 And maybe you mix in another 1d8 by using the animate weapon instead of claws (1d8 damage class feature), and you have giant growth up for +2d6 per swing. So at level 9 you can make a 99 damage strike. And that wasn't me looking up broken combos, but just doing a quick "how hard can you hit with these abilities" while writing this post. Now you did burn a lot of PP to do this. But you also have efficient options beyond this kind of nova. [/QUOTE]
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