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[Zombie Sky Press] Psionics for 5E: Building the Archon Class
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<blockquote data-quote="brokeneye" data-source="post: 8968028" data-attributes="member: 6983488"><p>1) Thanks for the catch! Yes, a rename was the culprit. The 11th-level feature should read "Unlocked Potential (6th level)."</p><p></p><p>2) Not an error. The psychopomp's spell list is all spells from those two schools--no restriction. I can expand the text though for clarity. </p><p></p><p></p><p></p><p></p><p></p><p>The synergies were a last-minute experiment to offer another path: rather than focus on a single implement, this gives a player a reason to diversify, provides an alternative capstone. They miss out on the higher-level knacks in doing so. As I wrote earlier though, this is all a work in progress that's being actively developed for balance, and I'm confident that if this element survives in any form, it will find its balance. </p><p></p><p>As to characters for precedent? I'm really not concerned. The psi-coded characters are not as deep a vein as standard fantasy, and in a game about magic and dragons and cool magic items, I'm not willing to be confined to historical or literary precedent. All for finding inspiration where I can, but I won't let it come in the way trying something new. (And though written as a sorcerer/wizard, Doctor Strange is all about his "gadgets.") </p><p></p><p></p><p></p><p></p><p>Sure, go for it. There're knacks that have nothing to do with condensers, and there will be more of those by the end. But more importantly, this is only one of several planned classes, and there's lots of psionic space to explore.</p><p></p><p></p><p></p><p></p><p>See above.</p><p></p><p></p><p></p><p></p><p>We're gonna have to disagree on this one.</p><p></p><p></p><p></p><p></p><p>Not everything's for all people, alas. I love me all forms of psionics, and a different system or a dedicated setting sounds lovely. But this ain't that. This is very specifically and intentionally a series of gaming elements that a player or GM can insert into an existing adventure/setting without worrying about massive sets of rules: rather, all the new rules are self-contained, such as in the archon, even if they might occasionally veer toward complex themselves. It's an exciting experiment, and people can come along for the ride if so moved. </p><p></p><p></p><p></p><p></p><p>And congratulations on that! Always fun to dive into a project. All new psionics material is a grand thing indeed.</p></blockquote><p></p>
[QUOTE="brokeneye, post: 8968028, member: 6983488"] 1) Thanks for the catch! Yes, a rename was the culprit. The 11th-level feature should read "Unlocked Potential (6th level)." 2) Not an error. The psychopomp's spell list is all spells from those two schools--no restriction. I can expand the text though for clarity. The synergies were a last-minute experiment to offer another path: rather than focus on a single implement, this gives a player a reason to diversify, provides an alternative capstone. They miss out on the higher-level knacks in doing so. As I wrote earlier though, this is all a work in progress that's being actively developed for balance, and I'm confident that if this element survives in any form, it will find its balance. As to characters for precedent? I'm really not concerned. The psi-coded characters are not as deep a vein as standard fantasy, and in a game about magic and dragons and cool magic items, I'm not willing to be confined to historical or literary precedent. All for finding inspiration where I can, but I won't let it come in the way trying something new. (And though written as a sorcerer/wizard, Doctor Strange is all about his "gadgets.") Sure, go for it. There're knacks that have nothing to do with condensers, and there will be more of those by the end. But more importantly, this is only one of several planned classes, and there's lots of psionic space to explore. See above. We're gonna have to disagree on this one. Not everything's for all people, alas. I love me all forms of psionics, and a different system or a dedicated setting sounds lovely. But this ain't that. This is very specifically and intentionally a series of gaming elements that a player or GM can insert into an existing adventure/setting without worrying about massive sets of rules: rather, all the new rules are self-contained, such as in the archon, even if they might occasionally veer toward complex themselves. It's an exciting experiment, and people can come along for the ride if so moved. And congratulations on that! Always fun to dive into a project. All new psionics material is a grand thing indeed. [/QUOTE]
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[Zombie Sky Press] Psionics for 5E: Building the Archon Class
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