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Create a 5e Psion
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<blockquote data-quote="toucanbuzz" data-source="post: 8712991" data-attributes="member: 19270"><p>My players extensively playtested the <a href="https://www.dmsguild.com/product/299141/The-Korranberg-Chronicle-Psions-Primer--A-Complete-Psionics-System" target="_blank">Korranberg Chronicles Psion</a>, which already had playtest and costs $ on DMs Guild. My thoughts.</p><p></p><ol> <li data-xf-list-type="ol">If you're going to use existing spells, spell points, or variations on spells, you're not really creating a new class. A new class stands alone.</li> <li data-xf-list-type="ol">D&D co-creator Gygax wasn't a fan of psionics, <a href="https://dmdavid.com/tag/how-psionics-accommodated-dds-critics/" target="_blank">good article starts here</a>. A good start is that it works for monsters (e.g the mind flayer). Doesn't translate well to PCs.</li> <li data-xf-list-type="ol">Even in AD&D, the psionic powers were mostly repackaged spells.</li> <li data-xf-list-type="ol">If you're repackaging spells, why bother. You're not making a new class.</li> <li data-xf-list-type="ol">Psionics have been an integral part of literature and lore for D&D since the 70s. Gygax aside, audiences love it. See Dark Sun.</li> <li data-xf-list-type="ol">You can't have mechanics where the turn of a Psion occupies more time than a default Fighter or Wizard. It needs to be easy.</li> </ol><p>In design, a Psion needs to occupy a niche that no one else does. That's rough. No components, no somatics, no verbals? And should psionics incorporate (like in AD&D) multiple "schools" just like magic? </p><p></p><p>I'd take inspiration off psionic monsters. We're talking mind flayer mass stun, etc.. This would include a point system to augment existing 1/rest (long or short) abilities. These abilities should be for augmenting one's body, manipulating minds, or short-distance affect (e.g. like misty step or a short-distance disintegrate). Consideration should be paid, however, to a counter. What cancels psions? Wizards know their foes probably get a save. Fighters know they need to hit a target AC. Psions?</p></blockquote><p></p>
[QUOTE="toucanbuzz, post: 8712991, member: 19270"] My players extensively playtested the [URL='https://www.dmsguild.com/product/299141/The-Korranberg-Chronicle-Psions-Primer--A-Complete-Psionics-System']Korranberg Chronicles Psion[/URL], which already had playtest and costs $ on DMs Guild. My thoughts. [LIST=1] [*]If you're going to use existing spells, spell points, or variations on spells, you're not really creating a new class. A new class stands alone. [*]D&D co-creator Gygax wasn't a fan of psionics, [URL='https://dmdavid.com/tag/how-psionics-accommodated-dds-critics/']good article starts here[/URL]. A good start is that it works for monsters (e.g the mind flayer). Doesn't translate well to PCs. [*]Even in AD&D, the psionic powers were mostly repackaged spells. [*]If you're repackaging spells, why bother. You're not making a new class. [*]Psionics have been an integral part of literature and lore for D&D since the 70s. Gygax aside, audiences love it. See Dark Sun. [*]You can't have mechanics where the turn of a Psion occupies more time than a default Fighter or Wizard. It needs to be easy. [/LIST] In design, a Psion needs to occupy a niche that no one else does. That's rough. No components, no somatics, no verbals? And should psionics incorporate (like in AD&D) multiple "schools" just like magic? I'd take inspiration off psionic monsters. We're talking mind flayer mass stun, etc.. This would include a point system to augment existing 1/rest (long or short) abilities. These abilities should be for augmenting one's body, manipulating minds, or short-distance affect (e.g. like misty step or a short-distance disintegrate). Consideration should be paid, however, to a counter. What cancels psions? Wizards know their foes probably get a save. Fighters know they need to hit a target AC. Psions? [/QUOTE]
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