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5E Psionics Alert! The Mystic Is Back In Unearthed Arcana
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<blockquote data-quote="fuindordm" data-source="post: 7710244" data-attributes="member: 5435"><p>Not really what I expected for the third iteration, but interesting. I think it's a strong framework for a class that will feel very different in play from any other class.</p><p></p><p>Likes: </p><p></p><p>If any class should be able to break the concentration barrier, it's this one. It is a daring choice to make their 'mystic arcana' a group of lower-level spells that you can activate and hold simultaneously, instead of imitating the high-level effects from other classes. At first glance, I like it, and it definitely makes the high-level mystic play differently from other magicians. Note that it is still possible to tack 9- and 11-point effects on a few core disciplines, in a future version.</p><p></p><p>Wu Jen as psionic-arcane hybrid. Again, this makes for a "wizard" that plays very differently from a wizard. Psionics mesh well with an eastern theme, and this actually reproduces well a very common literary version of magic that D&D has never done well: magicians are those who learn to develop a psychic talent they are born with, and only begin learning things resembling 'spells' and 'rituals' after long experience. Good job!</p><p></p><p>Dislikes:</p><p></p><p>Overloading the Immortal (and psionics in general) with vulgar physical transformations. Grow claws! Shrink! Grow! Breathe acid! Turn to metal! I've always felt these powers were horribly out of place in every version of D&D and every version of psionics. Other specialties are also guilty (Nomad: you animate a missle weapon to take shots for you... huh?)</p><p></p><p>No metacreativity anywhere that I could see, which makes me sad.</p><p></p><p>The Nomad feels like a 4E teleporter, not a master of planar travel. 1 mile doesn't get you very far.</p><p></p><p>Many of the unique high-level psionic powers from previous editions are still missing.</p></blockquote><p></p>
[QUOTE="fuindordm, post: 7710244, member: 5435"] Not really what I expected for the third iteration, but interesting. I think it's a strong framework for a class that will feel very different in play from any other class. Likes: If any class should be able to break the concentration barrier, it's this one. It is a daring choice to make their 'mystic arcana' a group of lower-level spells that you can activate and hold simultaneously, instead of imitating the high-level effects from other classes. At first glance, I like it, and it definitely makes the high-level mystic play differently from other magicians. Note that it is still possible to tack 9- and 11-point effects on a few core disciplines, in a future version. Wu Jen as psionic-arcane hybrid. Again, this makes for a "wizard" that plays very differently from a wizard. Psionics mesh well with an eastern theme, and this actually reproduces well a very common literary version of magic that D&D has never done well: magicians are those who learn to develop a psychic talent they are born with, and only begin learning things resembling 'spells' and 'rituals' after long experience. Good job! Dislikes: Overloading the Immortal (and psionics in general) with vulgar physical transformations. Grow claws! Shrink! Grow! Breathe acid! Turn to metal! I've always felt these powers were horribly out of place in every version of D&D and every version of psionics. Other specialties are also guilty (Nomad: you animate a missle weapon to take shots for you... huh?) No metacreativity anywhere that I could see, which makes me sad. The Nomad feels like a 4E teleporter, not a master of planar travel. 1 mile doesn't get you very far. Many of the unique high-level psionic powers from previous editions are still missing. [/QUOTE]
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