I know 5e is the edition for not taking things away, but I liked specialist wizards having prohibited schools. Even a version where it took a couple of prepared choices like in pathfinder to prep a prohibited school would have been good. Mind you, I also think that sorcerer and warlock could have been folded into the same class as wizard with choices determining what type of arcane caster you are. I'm sure that would annoy a lot of people who like any of those 3 classes though... same with druid and cleric actually, they could have probably been the same class, Channel Divinity could have been used for a druids wild shape.Wizards aren't a problem.
However they are the center of the WOTC universe.
I mean sorcerer have few exclusive spells but even if I were 2 shots of tequila down I can think of 2 exclusive spells for each Sorcerer origin, Warlock Pact, and Psion discipline.
Why do Wizards have Dragon's Breath?
Seriously "I can do everything but heal"wizard is the D&D trope I hate the most. Half the fun of spellcasters is the stuff you can't do, stuff you can't control, stuff you'd be overpowered in, and stuff that was forbidden.
Huh! Did that change with 4e? In 3e it was just a simple telekinesis spell.One spell that I want to see is a cantrip that does real telekinesis, not a floating hand.
Let the cantrip move unattended objects and willing creatures within Tiny size, for unattended objects and willing targets. And spend slots to increase the size of the effect.
That would be cool, they do make that distinction with the gith race and the telekinetic feat so the designers are definitely thinking along the same lines there with it being an invisible force.One spell that I want to see is a cantrip that does real telekinesis, not a floating hand.
Let the cantrip move unattended objects and willing creatures within Tiny size, for unattended objects and willing targets. And spend slots to increase the size of the effect.
But no one will spend money to buy a wonky spell point wizard with a nerfed spell list and 5 new spells.Almost all of the 3e psionic powers are already 5e spells.
It is simple to design a 5e Psion, and add a handful of flavorful spells.
It works well to organize every spell in D&D into themes and subthemes. (It resembles Cleric domains but the taxonomy is more thuro.) Then each character concept can choose about three subthemes from the same or different themes, depending on class.I know 5e is the edition for not taking things away, but I liked specialist wizards having prohibited schools. Even a version where it took a couple of prepared choices like in pathfinder to prep a prohibited school would have been good. Mind you, I also think that sorcerer and warlock could have been folded into the same class as wizard with choices determining what type of arcane caster you are. I'm sure that would annoy a lot of people who like any of those 3 classes though... same with druid and cleric actually, they could have probably been the same class, Channel Divinity could have been used for a druids wild shape.
I feel similar. I was so disappointed when 4e decided to ruin the psionic classes with fringe mechanics, when the standard 4e mechanics were already excellent for them.Psionics are one of the areas that I've always thought would fit the at-will/encounter model from late 4e better than many other classes.
Unfortunately psionics in 4e were the class they decided to muck with the formula for by adding points into the mix, but a 5e version of that approach would be interesting to see.
The problem is like I said.
If you do Psionics as Spells and make a psionic base class, said class would feel incomplete without a bunch of new spells that display the unique capabilities of the class. 5e's super friendly spellcasting is very much saved by it's slow official publishing. A new full caster could easily dump a mess of new spells.
Schism=CloneHowever if you suddenly add 12 to 20 new spells to the game you have to contend with Wizard of the Coast's inability to give at least half of those new spells to the wizard.
Giving wizards 6-10 new spells that vastly brought in its capabilities in ways that are not simply replications of things it could do before is a major amount of power creep. The new psychic spells in Tasha's was only minor power creep because there were so few. However giving the wizard access to more intelligent saving throws is pretty big. Now what happens when you give the wizard intelligence and charisma saving throws spells that have huge effects on top of what already has?
"I have a drafts for Schism, Ectoplasmic Lash, Mind Prone, and Object Reading"
"Here me out. What if those were wizard spells? That one is an Enchantmemt spell anyways. And let's create a Cerebromancer subclass. "
6 months later psionics is banned at every no Dark Sun table. I mean we see the ease of Warlock dipping. I can only imagine what a spellcaster focused on telepathy, telekinesis, precognition, object reading, and/or astral projection can do.
I mean we are kinda lucky the base sorcerer is kinda meh.
More advanced or lower cost versions of the traditional mind powers.Stop here. Back up a second. What new spells and what unique capabilities? I mean specifically. What effects do you see a psionic character doing that doesn't emulate an existing spell?