Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
5E Psionics Alert! The Mystic Is Back In Unearthed Arcana
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Chaosmancer" data-source="post: 7710225" data-attributes="member: 6801228"><p>The biggest thing is that there is just sooo much stuff to go through and think about. This is a lot of content and I can't imagine we aren't going to miss a lot of the potential nuance here. </p><p></p><p>A few things that struck me:</p><p></p><p>Is it weird how hardy these mystics can be? At level 2 with Mystical Recovery you can use a bonus action whenever you use any discipline to gain back hp, sure you won't be able to do it every time, but recovering between 1 and 71 hp per day seems like it could be really good. Psionic body means you could be incredibly hard to kill, and then we get to things like the immortal giving you a free 3-5 temp hp per round. </p><p></p><p></p><p>How do all these abilities stack? If I'm using a Mystic Focus, can I still use the other abilities on a discipline? If I use one section of a discipline can I spend more points to activate other abilities as long as I stay under the limit? For example. lets say I have Brute Force and Bestial Form. I spend 3 points on Claws which deal 3d10 damage on a hit, and then 4 points on the Knock Back. Legal? What about 4 points on Knock Back and 3 points on Brute Strike? </p><p></p><p>If those are legal moves, then this becomes a class with some incredibly high potential complexity. Because every ability has multiple different aspects, and they would then be able to be mix and matched however the player wanted. </p><p></p><p></p><p>You only get 4 talents, and you can't switch them out. So some of them like blade meld seem to be incredibly weak options you would never take, while others might be too good, Mind Thrust is an incredibly powerful source of at-will damage I think. Int Save firebolt essentially. And they get to add mod to the damage at level 8. </p><p></p><p></p><p>I am torn about the number of points they get. It seems like a lot, and that's before adding Consumptive Power (super cool but will anyone use it?) and Psionic Mastery (needs clarified as it is super confusing as written) but at the same time I could see someone burning through almost 20 points a round if they use Action, Bonus Action and Reaction to max effect. Some of them take no action too. </p><p></p><p></p><p>Immortals seem MAD (Dex, Con, Int at best) </p><p>Avatar of Healing does seem bad if their isn't much healing to go around</p><p></p><p>Mystics in general are going to have a lot of skills, a lot of tools, and a lot of advantage in using those skills and tools, about half of the orders give out skills and a lot of the Focuses are advantage on one thing or another. </p><p></p><p>I like some of the abilities that say "You can't use this ability if you can't use your focus" as a balance.</p><p></p><p>Are there a lot of teleportation abilities for the Nomad?</p><p></p><p>That is another thing, there are a lot of these Orders which give bonuses for having specific types of Disciplines, but the Disciplines are so varied and I only end up seeing one teleportation Discipline or one Healing Discipline so that it seems odd, you could potentially end up not having uses for your abilities because of the types of disciplines you chose. If that rambling sentence made any sense. </p><p></p><p>Nomadic Step, the teleporting one. Your focus says increase your speed by 10 after teleporting. Most of the teleporting abilities say your speed is reduced to 0 after using them. Is it 0 or 10? By the flavor of being shot out of your portal, I think it should be 10, but I'm not entirely sure what the intent is here. </p><p></p><p></p><p>Also, not sure if I mentioned this. I think the Mystic ends up incredibly powerful. A well-built and well-played mystic is going to be one of the most powerful classes at the table, and they can cover so many different concepts you can have 8 mystics at the table and each of them will play vastly differently than the others, at least by my reading of all this. </p><p></p><p>Are they too powerful? I'm not sure. They are incredibly flexible, but I don't know how much of that translates at the table. They are limited in the number of disciplines they get after all. </p><p></p><p>Overall, I think I like them, but wow is this overwhelming to try and work thru.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7710225, member: 6801228"] The biggest thing is that there is just sooo much stuff to go through and think about. This is a lot of content and I can't imagine we aren't going to miss a lot of the potential nuance here. A few things that struck me: Is it weird how hardy these mystics can be? At level 2 with Mystical Recovery you can use a bonus action whenever you use any discipline to gain back hp, sure you won't be able to do it every time, but recovering between 1 and 71 hp per day seems like it could be really good. Psionic body means you could be incredibly hard to kill, and then we get to things like the immortal giving you a free 3-5 temp hp per round. How do all these abilities stack? If I'm using a Mystic Focus, can I still use the other abilities on a discipline? If I use one section of a discipline can I spend more points to activate other abilities as long as I stay under the limit? For example. lets say I have Brute Force and Bestial Form. I spend 3 points on Claws which deal 3d10 damage on a hit, and then 4 points on the Knock Back. Legal? What about 4 points on Knock Back and 3 points on Brute Strike? If those are legal moves, then this becomes a class with some incredibly high potential complexity. Because every ability has multiple different aspects, and they would then be able to be mix and matched however the player wanted. You only get 4 talents, and you can't switch them out. So some of them like blade meld seem to be incredibly weak options you would never take, while others might be too good, Mind Thrust is an incredibly powerful source of at-will damage I think. Int Save firebolt essentially. And they get to add mod to the damage at level 8. I am torn about the number of points they get. It seems like a lot, and that's before adding Consumptive Power (super cool but will anyone use it?) and Psionic Mastery (needs clarified as it is super confusing as written) but at the same time I could see someone burning through almost 20 points a round if they use Action, Bonus Action and Reaction to max effect. Some of them take no action too. Immortals seem MAD (Dex, Con, Int at best) Avatar of Healing does seem bad if their isn't much healing to go around Mystics in general are going to have a lot of skills, a lot of tools, and a lot of advantage in using those skills and tools, about half of the orders give out skills and a lot of the Focuses are advantage on one thing or another. I like some of the abilities that say "You can't use this ability if you can't use your focus" as a balance. Are there a lot of teleportation abilities for the Nomad? That is another thing, there are a lot of these Orders which give bonuses for having specific types of Disciplines, but the Disciplines are so varied and I only end up seeing one teleportation Discipline or one Healing Discipline so that it seems odd, you could potentially end up not having uses for your abilities because of the types of disciplines you chose. If that rambling sentence made any sense. Nomadic Step, the teleporting one. Your focus says increase your speed by 10 after teleporting. Most of the teleporting abilities say your speed is reduced to 0 after using them. Is it 0 or 10? By the flavor of being shot out of your portal, I think it should be 10, but I'm not entirely sure what the intent is here. Also, not sure if I mentioned this. I think the Mystic ends up incredibly powerful. A well-built and well-played mystic is going to be one of the most powerful classes at the table, and they can cover so many different concepts you can have 8 mystics at the table and each of them will play vastly differently than the others, at least by my reading of all this. Are they too powerful? I'm not sure. They are incredibly flexible, but I don't know how much of that translates at the table. They are limited in the number of disciplines they get after all. Overall, I think I like them, but wow is this overwhelming to try and work thru. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
5E Psionics Alert! The Mystic Is Back In Unearthed Arcana
Top