mellored
Legend
Yet you want to risk death and being out a whole session.Missing turns does not fun gameplay make.
Yet you want to risk death and being out a whole session.Missing turns does not fun gameplay make.
I’m not sure how you equate not having a miss-a-turn mechanic to a you-die mechanic.Yet you want to risk death and being out a whole session.
Dead characters don't get turns.I’m not sure how you equate not having a miss-a-turn mechanic to a you-die mechanic.
I have no idea what you are talking about.Dead characters don't get turns.
so, just make: this subclasses are psionic and do not leech life.They tried that, and you know what stuck? Nothing.
You are clearly not familiar with the setting. Having both magic, which leaches life from the land, and psionics, which does not, is essential.
I genuinely think all four subclasses are new and interesting and I challenge you to make something close-enough to those four subclasses with existing material. It will though require that you read the details of all four, and how they mesh with the base class and other abilities of that subclass, and not just skim.I'm saying that they really didn't break their backs making something new and interesting.
the mystic from UA 10 years ago is still better than this.
They said people soundly rejected the idea of an alternative mechanical system entirely, as DMs and players didn't want to learn another whole system. So the demand was for Psionics as Spells, for mechanical consistency.Fair play but out of curiosity, why were power points rejected? It seems the best way to differentiate between magic and psionics.
@mearls actually got quite a bit into this in the Happy Fun Hour, when he prototyped one attempt at a Concentration-focused Psion. People didn't like the idea of new systems that were not transparent existing spellcasting structures, particularly DMs.The mystic as a whole was rejected, the feedback system wasn't sophisticated enough to identify why. It might have fared better under the traffic light system, but I can't see WotC going back to it at this point. Far too complicated seems the most likely explanation. WotC have said that their market research has shown that they have found players to be highly resistant to learning new systems.
I think the problems with the alternative points based magic system in the 2014 DMG are fairly well known though.
In addition to simply not wanting to learn a new game system, there were also concerns about redundancy doing the same thing twice, but incompatibly with multiclassing and other mechanics, and the increasing probability of breaking the game when different, complex, options comboed with each other in unexpected ways. Plus the inevitable lack of support from future books.They said people soundly rejected the idea of an alternative mechanical system entirely, as DMs and players didn't want to learn another whole system. So the demand was for Psionics as Spells, for mechanical consistency.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.