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<blockquote data-quote="bogmad" data-source="post: 6561465" data-attributes="member: 6695559"><p>Just give me a psion and then an artificer and call it at that. Add subclasses for the rest.</p><p></p><p>The artificer from the Eberron packet worked well as a wizard subclass called "Alchemist" but not so great to capture the story behind an actual artificer. </p><p>Same way, you could reflavor a sorcerer as a psion, sure, but you have to change the <em>story</em> of the class. And part of what I like about this edition is that each class pairs story with its mechanics very well. We have yet to have any subclasses that also change the very story of what the class does.</p><p></p><p>Where a sorcerer is a person who casts <em>spells</em> from some innate source of magic, a psion does something a bit different. I certainly don't want to get into another thread debate about how psionics is just another form of magic. It may be for some games and not for others, and I thought this edition was the one that wanted to focus on telling the stories you want to tell. If they want to keep the same consistency with class and story they have so far, then psion as sorcerer subclass would depend on defining psionics as <em>magic</em> spells cast by the source of the mind, which would disappoint a lot of people. It's a win on all sides if they could create a class with new mechanics and story of it's own. Sure, some might complain it's not a subclass, but it seems like that would be a minority who aren't going to be playing psions anyway. Overall, I think most would be excited by psionics "done right" as they say they want to, moreso than the excitement they'd generate with just one subclass of the sorcerer [possibly with an alternate spell list tacked on? That opens a whole other can of worms, design-wise]</p></blockquote><p></p>
[QUOTE="bogmad, post: 6561465, member: 6695559"] Just give me a psion and then an artificer and call it at that. Add subclasses for the rest. The artificer from the Eberron packet worked well as a wizard subclass called "Alchemist" but not so great to capture the story behind an actual artificer. Same way, you could reflavor a sorcerer as a psion, sure, but you have to change the [i]story[/i] of the class. And part of what I like about this edition is that each class pairs story with its mechanics very well. We have yet to have any subclasses that also change the very story of what the class does. Where a sorcerer is a person who casts [i]spells[/i] from some innate source of magic, a psion does something a bit different. I certainly don't want to get into another thread debate about how psionics is just another form of magic. It may be for some games and not for others, and I thought this edition was the one that wanted to focus on telling the stories you want to tell. If they want to keep the same consistency with class and story they have so far, then psion as sorcerer subclass would depend on defining psionics as [i]magic[/i] spells cast by the source of the mind, which would disappoint a lot of people. It's a win on all sides if they could create a class with new mechanics and story of it's own. Sure, some might complain it's not a subclass, but it seems like that would be a minority who aren't going to be playing psions anyway. Overall, I think most would be excited by psionics "done right" as they say they want to, moreso than the excitement they'd generate with just one subclass of the sorcerer [possibly with an alternate spell list tacked on? That opens a whole other can of worms, design-wise] [/QUOTE]
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