Unearthed Arcana Unearthed Arcana Revisits Psionics

The latest Unearthed Arcana from WotC revisits some psionic rules! “Shine with the power of the mind in this installment of Unearthed Arcana! Today we revisit several psi-themed options that we released in the past few months. Studying your feedback on those options, we’ve crafted this new collection of subclasses, spells, and feats, found in the PDF below.“

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I'm sure people can manage to absorb new canon correcting a 22 year old module published during the dead years of late 2e, that only the diehards of Planescape even read.

Hell, I never read it. I mostly use Planescape as a backdrop (although some friends have talked me into running a planar campaign soon).

The point is that there are more choices to make, and more opportunities to get things "wrong" than with, say, Dark Sun. Hell, the latter has material from 4e that was - from what I can gather - well received. So it's probably an easier job. If you have two things roughly equally popular, and one is easier... well, that might make you do the easier one first.

I do think that, at some point, they're very likely to produce something for Planescape. I also hope that the recent UA has been leading up to that. However, I given it's material that I would definitely use, I'm not going to be counting on that until I see it announced :-)
 

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Well, sure, OK. You do you. The restrictions are part of the game as assumed, though, and I enjoy them: helps immersion.
Sure, but your question wasn't "how much do components crop up in your game using RAW", your question was:
Does anyone really experience ignoring the component rules as written? I've not seen that in 5E actual play. People are really rigorous about Somatic, Vocal and Material tracking from all I've seen. Invisible Mahe Hand with no component is huge.
And I answered that I house rule out of the way because I find them over-fiddly and distracting. I'm already running a high-level game, I don't need more complication. They do nothing, IME, to aid immersion.
 

Following the Ravnica/Eberron model:

Chapter 1: Player options (three reprinted Races: Genasi, Aasamir and Gith; three new Races: Bauriar, Rogue Modrona dn 2E Tiefling style "Planetouched"; whatever Subclasses would fit)
Chapter 2: Big picture Planar Gazeeter
Chapter 3: Zoomed-in Sigil Gazetter
Chapter 4: Adventure generation material
Chapter 5: Items
Chapter 6: Monsters

I mean... You could argue that the DMG already has the big picture parts.
 


Sure, but your question wasn't "how much do components crop up in your game using RAW", your question was:

And I answered that I house rule out of the way because I find them over-fiddly and distracting. I'm already running a high-level game, I don't need more complication. They do nothing, IME, to aid immersion.

And fair enough.
 

Following the Ravnica/Eberron model:

Chapter 1: Player options (three reprinted Races: Genasi, Aasamir and Gith; three new Races: Bauriar, Rogue Modrona dn 2E Tiefling style "Planetouched"; whatever Subclasses would fit)
Chapter 2: Big picture Planar Gazeeter
Chapter 3: Zoomed-in Sigil Gazetter
Chapter 4: Adventure generation material
Chapter 5: Items
Chapter 6: Monsters

Man, that'd be nice.

Nitpick, but it'd better have statblocks for the Archdevils. Only having them for Bel and Zariel after both MtoF and DiA is disappointing.

I WANT TO THROW MEPHISTOPHELES AT MY PARTY
 

Because it's not. We got three of the subclasses in just a few pages. Doesn't require nearly a whole book. ;)

But, now you want six (?) more subclasses, one for each class, plus a full class with three more subclasses. And, that new class will need an entire spell list, because, well, we're not allowed to use existing spells because reflavoring is off the table. So, a full caster's worth of spells each with descriptions, plus equipment lists tailored for these classes, magic items for these classes, and then a rules section for how this new system for casting, combat, and whatnot actually works with the base system. Oh, and let's add on a flavor section for how to run a "psionic" campaign. And a section for how psionics fit into each existing setting. How do psionics interact with existing psionic monsters - ok, they all now need a rewrite since "innate casting (psionic)" doesn't work anymore.

Still think it doesn't require a whole book?
 

It makes a huge cumulative difference.
Okay, I tweaked my simulation script so that it now calculates your average cumulative roll per day (basically, the average sum of all rolls), and so that it can optionally allow the die to increase by one size. That actually gets a better view on how much you get out of the d4/d6 split on rolls. As before, with the rules as per the UA you can expect 27 uses per day. Here's the stats:

As per the UA:
Attempting 27 uses per day, you can expect:
Median number of uses achieved: 27
Average number of uses: 21
Able to use the die on every attempt for the day 50.0009% of days.
Assuming all of those rolls are damage, you get: 72.4 extra damage per day.

Allowing the die to increase by one size:
Attempting 27 uses per day, you can expect:
Medium number of uses achieved: 27
Average number of uses: 25
Able to use the die on every attempt for the day 84.82% of days
Assuming all of those rolls are damage, you get: 100.7 extra damage per day

Remember, the expected damage per day from a battlemaster is 72. That puts the expected use as per the UA to be, on average, exactly the same as the battlemaster. With your update, you end up getting 28 extra damage - more than a third extra - over the day. That's a lot.

Not sure if your simulation showed this, but I was talking about it increasing up a step, then immediately decreasing when used the next time.

So, if you have a d6 and roll a 1, the next time you roll a d8 and then it goes back to a d6 no matter what you rolled.

I'm not sure if that is what you modeled in your simulation, but I certainly don't think that would add 28 extra damage, especially since it would require you to have rolled a 1 first (so those four extra uses would have had to come after rolling a 1 on the die)

If you did do it that way, I admit to being stunned, because that is a massive change that I did not expect, but reading what you wrote you had it go up to a d8 then stay a d8 until it rolled an 8 and downgraded that way. Which is not my suggestion.






On to a different discussion. Been looking at the psi die for the other classes, already discussed how poorly it works for the Soul Knife, but looking at the sorcerer... do they have enough for the psy die?

Level 1 gives them Psionic Discovery and Telepathic Speech which won't give them a lot, because it will rarely be used. Their Psychic Sorcery can be spammed with every spell and cantrip they cast (yeah, casting cantrips with no components, and only needing to roll a zero because that is an odd interaction) so that might actually be enough by itself to keep the die moving.

Level 6 gives them a damage boost, so rolling twice per spell potentially. I do hate that damage boost though, seems boring and it only hits one target, so no AOE boosts.

Mind over Body gives us a roll, but it won't get used much because it is very niche and it is a bit convoluted. Abilities equal to sorcerery points for hours equal to psi die roll. Now, it is 1 point for flight, or 1 point for See Invisibility, so it is cheap, but if you don't think you'll need it, you won't spend it.

Psychic Aura is good, rolls pretty often, has no recharge cost. Frankly, it might be the best ability in the UA at the moment.

So, Sorcerer is a maybe for me.

They have no ability that lowers their die automatically, but they also have very few times they need to use their die. If you don't care about damage, and you don't need to cast silently you will only roll the die to learn new spells (which means you need to know you need that spell) or creating a telepathic bond with someone. I think they don't use the die enough to really justify it, and they kind of have the opposite problem of the soul knife, who will rarely have a chance to increase their die, the sorcerer will be much more rarely decreasing their die.
 

Edited: Clicked post early.

Not sure if your simulation showed this, but I was talking about it increasing up a step, then immediately decreasing when used the next time.

So, if you have a d6 and roll a 1, the next time you roll a d8 and then it goes back to a d6 no matter what you rolled.

I'm not sure if that is what you modeled in your simulation, but I certainly don't think that would add 28 extra damage, especially since it would require you to have rolled a 1 first (so those four extra uses would have had to come after rolling a 1 on the die)

If you did do it that way, I admit to being stunned, because that is a massive change that I did not expect, but reading what you wrote you had it go up to a d8 then stay a d8 until it rolled an 8 and downgraded that way. Which is not my suggestion.

Ah! Then I didn't understand you. Hmm. I don't think that would make a massive difference, no...
... barely anything. Same number of expected uses, +1.7% chance of not running out, +3.3 damage per day.
I don't particularly like the idea for being fiddly, but there's nothing terrible about it mechanically.

On to a different discussion. Been looking at the psi die for the other classes, already discussed how poorly it works for the Soul Knife

I was thinking that a bit, too, but on balance... it's just a very different use of the die. The Soul Knife gets their psychic blades, which is the standout. They mainly use the die for improving their consistency - skill checks at low levels, then attacks as they get stronger. They're getting a lot of use out of being a psychic class, but they're not rolling the die that much. For the abilities that shrink the die, mostly that's going to be six to eight uses per day of those special abilities, with sometimes using the roll abilities to flesh it out.

but looking at the sorcerer... do they have enough for the psy die?

Level 1 gives them Psionic Discovery and Telepathic Speech which won't give them a lot, because it will rarely be used. Their Psychic Sorcery can be spammed with every spell and cantrip they cast (yeah, casting cantrips with no components, and only needing to roll a zero because that is an odd interaction) so that might actually be enough by itself to keep the die moving.

Level 6 gives them a damage boost, so rolling twice per spell potentially. I do hate that damage boost though, seems boring and it only hits one target, so no AOE boosts.

Mind over Body gives us a roll, but it won't get used much because it is very niche and it is a bit convoluted. Abilities equal to sorcerery points for hours equal to psi die roll. Now, it is 1 point for flight, or 1 point for See Invisibility, so it is cheap, but if you don't think you'll need it, you won't spend it.

Psychic Aura is good, rolls pretty often, has no recharge cost. Frankly, it might be the best ability in the UA at the moment.

So, Sorcerer is a maybe for me.

They have no ability that lowers their die automatically, but they also have very few times they need to use their die. If you don't care about damage, and you don't need to cast silently you will only roll the die to learn new spells (which means you need to know you need that spell) or creating a telepathic bond with someone. I think they don't use the die enough to really justify it, and they kind of have the opposite problem of the soul knife, who will rarely have a chance to increase their die, the sorcerer will be much more rarely decreasing their die.

I did some thinking about this elsewhere. Think about it this way - you get access to a large number of extra spells with ten minutes notice. Some of those are standard ritual spells, too, and if you have ten minutes you usually have 20. It allows the Psionic Soul to be much more of a toolkit caster than a sorcerer usually is, but with a very tightly themed set of tools. Then, the Mind over Body abilities reinforce that. Consider: This is a caster who can fly while invisible, without the sound of flapping wings. That's pretty damn powerful. Some of the combinations you can put together just with Mind over Body and Psionic Discovery are so good that I wouldn't be surprised if Mind over Body used concentration it this gets into a book.
 
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But, now you want six (?) more subclasses, one for each class, plus a full class with three more subclasses.

3 subclasses in 6 pages. 9 more would be 18 more pages. 24 pages for the entirety of the subclasses for already existing classes.

And, that new class will need an entire spell list, because, well, we're not allowed to use existing spells because reflavoring is off the table.

This is blatantly false. We are asking for SOME uniques "spells," not every last ability as new. Let's call it another 18 pages(probably will be less, though).

Still think it doesn't require a whole book?
Not even close to a whole book. We are at 42 pages and a small book is about 180 pages.
 

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