D&D Debuts Playtest for Psion Class

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Wizards of the Coast is playtesting the Psion class for Dungeons & Dragons. Today, Wizards of the Coast provided a new Unearthed Arcana for the Psion, a new class for the current revised 5th edition of Dungeons & Dragons. The playtest includes base class rules plus four subclasses - the body-shifting Metamorph, the reality warping Psi Warper, the offensive-minded Psykinetic, and the Telepath.

The core mechanic of the Psion involves use of Psion Energy die. Players have a pool of energy dice that replenishes after a Long Rest, with the number and size of the dice determined by the Psion's level. These psion energy dice can either be rolled to increase results of various checks/saving throws or spent to fuel various Psion abilities.

While the Psion and psionics have a long tradition in D&D, they've only received a handful of subclasses in 5th Edition. If the Psion survives playtesting, it would mark the first time that Wizards of the Coast has added a new character class to D&D since the Artificer. Notably, the Psion and psionics are also heavily associated with Dark Sun, a post-apocalyptic campaign setting that many considered to be off the table for Fifth Edition due to the need to update parts of the setting to bring it current with modern sensibilities. However, the introduction of Wild talent feats (which replaces some Origin feats tied to backgrounds with psion-themed Feats) in the UA seems to suggest that Dark Sun is back on the table.
 

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Christian Hoffer

Christian Hoffer

Remember running into a psionic class or creature in 1E or 2E and having no defenses against their powers unless you had a spell or magical item that gave you defense?
Yeah, it was completely broken and why psionics were banned in lots of games.

There's got to be a middle ground between "feels different" and "I win the game unless the DM changes it to be all about psionics."

One doesn't have to agree with WotC's current solution to the problem, but psionics-are-magic stops psionics from breaking conventional D&D games.
 

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Yeah, it was completely broken and why psionics were banned in lots of games.

There's got to be a middle ground between "feels different" and "I win the game unless the DM changes it to be all about psionics."

One doesn't have to agree with WotC's current solution to the problem, but psionics-are-magic stops psionics from breaking conventional D&D games.
I don't think I'll ever play 3.5e again, but I do think the psionic rules presented in the Expanded Psionics Handbook remain the best iteration of them in the game so far.
 

They're used as visual cues, and I bet if you did a study, you would find that 99% of the time, Jedi use hand gestures when using the Force. Argue that they're not necessary if you must. However, they're there, and it's what a lot of people are used to, so I for one have no problem with them being in a game of make believe as well.
Only because movies and shows are a visual medium. It would have been weird for 3P0 to just start floating around with no indication to the audience of who was doing it. They'd assume Luke, but it's better visually for Luke to close his eyes. He doesn't need to, though, as we know from other scenes where they don't do the motions for reasons. The same with X-Men and other shows when mental powers are involved.

In a game we don't need those visual queues, so if there is a final cut of this class that includes somatic components, I will be removing them.
 

Only because movies and shows are a visual medium. It would have been weird for 3P0 to just start floating around with no indication to the audience of who was doing it. They'd assume Luke, but it's better visually for Luke to close his eyes. He doesn't need to, though, as we know from other scenes where they don't do the motions for reasons. The same with X-Men and other shows when mental powers are involved.

In a game we don't need those visual queues, so if there is a final cut of this class that includes somatic components, I will be removing them.
🤷 I like the idea that a psion has to use somatic components so they can't just stand there innocently like they're not doing anything when actually they're invading someone's mind or causing something to explode. It lets the game world know that this person is doing something even if it isn't strictly "necessary" from your point of view.

In my experience, psions being able to manifest powers without any visible signs that they're the ones doing it tends to lead to things like a PC getting away with murder because no one can prove it was them or your fellow players making fun of your PC for just "standing there looking constipated" because their power failed and there's no visible sign that they even did anything.
 

The question about the somatic component is "could a psion to use some psionic power if she was tied or inmobilized"?

the teleserie X-Files showed several examples of an enemy with psionic powers could be a dreadful menace.

If Emma Frost and Jean Grey(X-Men) were infiltrated in a high-society dinner and using their telepathic powers searching information, who would realise? this is the reason because we should recover the displays from 3.5 Ed.

Now I miss the Athasian genasi from 4th ed.

I guess WotC will do something like in the "Little Prince" where the main character draws a box and he says "the little lamb is within the box".

My theory is the main fluff of the region of Tyr will be told in several pages and it was unlocked in DMGuild but we aren't going to see a sourcebook exclusively for the DS fluff. Other option could be a sequel of the adventure "the black spine" where PCs from out of Athas faced the faction from the city of spires.

The "land-within-the-wind" could be perfect for a spin-off.

What could happen if the Dark Powers from Ravenloft chose Rajaar or any killed sorcerer-king as new Dark Lord? Athas may be a good place to hide cursed artifacts when you know some places will be never visited and explored by dungeon-crawler adventurers

What if a player asked to play a primal sorcerer variant, where the arcane spells are replaced with the list of primal magic?

Could you allow a warden (primal defender class from 4ed) or a seeker(like ranger but with more primal magic) in DS? Or a totemist shaman (Magic of Incarnum) or an evil crusader (3.5 Tome of Battle) like a templar?

Are the spinewyrms true dragons? and what if any wanted to use this to create mind-controll parasites?
 

First impressions on the Psion class, where "←" signifies my comments.


Psion = "power of their mind"
:love:

Subclasses: Metamorph, Psi Warper , Psykinetic, Telepath.
← I know I will end up calling it the Psiwarp. In Psykinetic the 'y' is an odd vowel, but fine and probably copyrightable.

Spells: full spellcaster!

Wild Talents
← origin feats via backgrounds anyone can choose = AD&D 1e Psionic Powers.


"Psions weave magic and extraordinary powers through the power of their minds."
← It depends on the specific setting. I prefer to see psionic be one of the power sources for magic, like primal, arcane and divine are. Then arcane-divine are two sides of the same coin, using techniques to manipulate the multiversal weave. Psionic-primal be are an other coin, each using the personal soul.

"They develop their minds as fonts of power that manifest spells."
← A mind itself is a source of magic (existentialist, quantum-observer effect, mystical unity with being, and related flavors). The official description for psionics should explicitly refer to 'soul magic'. Reference to the soul helps the medievalesque flavor, accurately describes what the concept is, and how it fits in the multiverse, alongside other medievalesque methods of magic.
← Regarding the soul in the context of D&D, a soul has different levels. Material entities have a kind of soul, typically subtle and occasionally very magically powerful. Water flows downward because it 'wants' to. A rock likes to be a rock and so (typically) behaves the way a rock does. Differently, Astral entities also have a kind of soul, such as the Celestials and Fiends that are 'angelic intellects' that are made out of the thoughtstuff of the Astral Plane. Only 'Humanoids' have all three levels of a soul: Material, Ethereal, and Astral. Any of these levels of the soul can do personal soul magic, whether psionic or primal. In these contexts, a 'mind' refers to having a sense 'self', as an existential observer. Any creature with any kind of 'soul' also has a mind. Thus in Dark Sun, features of nature, like a certain mountain can do soul magic, equivalent to psionic and primal. The Material level of the soul of a corpse, is what necromancy manipulates, but for Humanoids, the rest of the soul can be elsewhere in the Ethereal and Astral without being harmed by the necromancy. The souls normally dont like necromancy, since it can be personally violating if the necromancer does it without permission.
← Importantly, the source of psionic magic is personally one oneself only. Ones own soul, at any level of the soul. The conscious soul entangles reality and being. It is innately transcendent and ultimately mysterious.


CORE PSION TRAITS
"Primary Ability − Intelligence"
← Intelligence only makes sense for the Psion class, if it represents the capacity of 'intuition'. This relates to the scientific eureka insight. In other words, the Intelligence (Investigation) check is the standard mechanic for any intuitive discernment, gut feelings, and DM hints. Unless, the thing being intuited is social, involving other minds, and empathizing or telepathizing with them. When a skill check is about souls, then always use the Insight check. But if it is about stuff, use Investigation.
← I propose instead the Primary Ability for the Psion class be a choice of 'Intelligence or Charisma'. Telepaths lean Charisma, but other psionic concepts might lean intuitive Intelligence. The Charisma aspect might also inherit some of the Wilder D&D traditions. This UA dabbles lightly in the 'nose bleed' flavor, so the Wilder is part of this Psion. If some players feel the Psion player can choose any mental ability, Charisma, Intelligence, or Wisdom, that is fine with me. It might also make it friendlier for multiclassing, which I dont do but dont worry about when players do.

"Saving Throw − Intelligence and Wisdom"
← Especially makes sense if allowing a choice of Intelligence, Charisma, and Wisdom.

"Skill Proficiencies − Choose 2: Arcana, Insight, Intimidation, Investigation, Medicine, Perception, Persuasion."
← All fine. The Investigation skill would include intuitive hunches, logical reasoning, as well as erudite examination and research. Let the Psion class use the spellcasting ability for any of its class skills, because the mind is directly remotely present sensing and influencing the skill check. Medicine makes sense for the Metamorph subclass. I would also like to add Athletics specifically for the Metamorph in the sense psychosomatic proficiency. For the Psykinetic subclass, I would like to add Nature in the sense of 'feeling' the properties of physics during telekinesis. I have to read on to get a sense of what the Psi Warper is doing. The Telepath already has the social skills, Insight, Persuasion, and Intimidation.
← As DM, I have been using the Intimidation skill for anything relating to courage, including maintaining the morale of others. Being calm in dangerous circumstances, makes it the 'streetwise' skill for criminality and policework, and getting a sense of who is really in charge. These expansive uses of Intimidation help make it feel more useful and more distinct from Persuasion. Also Wisdom (rather than Charisma) is the typical ability for Intimidation, relating to the Will save of the Wisdom saving throw. Fighter concepts often dump the Charisma ability, but using the Wisdom ability instead for Intimidation can make sense for such character concepts.
← Interestingly, despite having Intelligence, the Psion isnt a skill monkey. Only two choices, like the Fighter. This makes sense to me. Too busy trying to figure out how to develop owns own powers, distracts the character growing up from learning attentively how to do other skills. Because the background design space adds two more skills (sometimes more), the game mechanics work fine for both Psion and Fighter. Having only two skills is about class flavor, no longer about punishing the players who choose the class.

"Weapon Proficiencies − Simple Weapons"
← I love the inexperience with Martial training. It is important flavor. Even the Simple Weapons can be explained by doing household chores while growing, liking a knife for preparing and eating food. Perhaps some ordinary wrestling or other self defense sports while growing up help out too.

"Armor Training − None."
← Nice. Note, a character can choose to train in armor and weapons, but this is unusual to do, and takes background and multiclassing to do. The Psion class itself is not about this.

"Starting Equipment"
← This equipment is unimportant, and players can pick whatever they wish anyway. But I think about the flavor that the default implies. Forget the crossbow. Dont even include any of the Simple Weapons in the default pack. Maybe one "dagger" is ok, in the sense of a knife to eat food with. The Psion will typically fight with cantrips, not weapons. Of course, a player can choose to purchase any weapon when putting together their own starting equipment.

PSION CLASS FEATURES
"Level 1: Spellcasting. You ... channel magic energy using the power of your mind."
← Be careful with this word 'channel'. It can also be used with a different meaning by Cleric, Warlock, and others who utilize the magic power of someone else or something else. For the Psion class, the magic is always ones own mind, personal, innate, internal and never external.

"Cantrips. You know two Psion cantrips of your choice. ... Whenever you gain a Psion level, you can replace one of your cantrips from this feature with another Psion cantrip of your choice."
← Fine. Unlike the Wizard who can swap cantrips daily. The flavor of the Psion class needs to focus more thematically, using ones specialty in clever ways. The Psion commits to whichever cantrips, spells, and disciplines that one chooses to master. This is about flavor, not punishment. If a player picks the 'wrong' cantrip, no problem, swap it while leveling.

"Spell Slots."
← Hurray! Normal D&D mechanics!
← Despite the fact that I hate 'redundant fringe mechanics', I still recommend using Short Rest spell points, instead of these Long Rest spell slots. However, every spellcaster should normally use Short Rest spell points! Points is better for the game for a variety of reasons including balance and simplicity. The same product that publishes the Psion class should also publish 'spell points' as a 'variant spellcasting mechanic' that any caster class can use instead of spell slots. In brief, Short Rest spell points refresh after each Short Rest. A full caster gets a number of points equal to 1 + the spellcasting class level. The cost of a spell is its spell slot. (So, level 2, has three points and the Hold Person spell costs 2 points. DMs can decide whether to implement this variant. Its official availability does well to time with the official Psion class. It is ok balancewise, if the Wizard player prefers to stick with slots, and Psion player decides to go with points. And viceversa.
← In the mean time. Normal D&D mechanics. Yay!

"Prepared Spells of Level 1+. ... Choose four level 1 Psion spells. ... The number of spells ... increaseses ... as shown in the ... table."
← The number of prepared spells that are available to a particular character are scarce, only slightly more than one per level, starting with four at level 1, then twenty-two at level 20. This is relatively scarce, comparing unfavorably with Sorcerer class concerns about spell scarcity. We will see how the numbers play out during gameplay. Even so, for the Psion class, the thematic focus is important flavor. Whichever spells a player does choose, defines the psionic character concept. Not every psionic masters telekinesis, not every psionic masters shapeshifting. Players need to commit to their choices, and roleplay their own Psion character concept.
← Still, if a player chooses a 'wrong' spell, it is possible to swap out while leveling. The flavor is ok here.

"Psionic Spellcasting. When you cast a Psion spell, that spell doesnt require a Verbal or Material component, even if the spell includes V or M in its Components entry, except Material components that are consumed by the spell or have a cost specified in the spell."
← Not having spell components is actually the entire point of the Psion class. It by itself mechanically actualizes the character concept of only using "ones own mind" to do amazing things. The mechanics here are extremely important. The official rules must handle these mechanics carefully.
← Weirdly, S Somatic components are still in force?
← It takes money (the gp "cost") in order to use ones own mind? F that!
← The Psion class needs to say instead, 'always ignore any component entry in a spell description'. Done.
← Most gp cost dont matter anyway. Typically, they are trivial, have nothing to do with actual game balance, but persist to ruin the entire concept of being a psychic.
← Most gp costs are stupid, like being extremely cheap while higher level too much gp to spend anywhere. Components RUIN the D&D game. Especially they ruin psionic character concepts. If a specific unique spell needs to avoid being spammed for balance reasons, then the spell description itself needs to explain how to regulate it. This ensures actual mechanical balance. And will be more flavorful.
← As a rule of thumb. Spell descriptions must never have spell components. But certain rituals (than dont spend spell slots) can specify components as part of the Ritual that requires 15 minutes or whatever amount of time to perform. In these cases, it can be the magical properties of the external ingredients. The personal spell slots arent part of this.
← D&D products need to stop writing spells with a component entry.
← In the mean time, encourage players to create their own Psionic spells, especially to replace any official spells that impose the dispicable spell components. The DM can give the player spell a doublecheck, or supply an alternate spell to players.

LEVEL 1: PSIONIC POWER.
"... Psionic Energy Dice ... as shown in the ... table ... to enhance or fuel certain Psion features. You start with ... Telekinetic Propel and Telepathic Connection. ... Some of your powers expend the Psionic Energy Dice. ... You cant use a power ... when ... your Psionic Energy Dice are expended."
← I will be calling the Psionic Energy Die, the 'psi die'.
← So every Psion character is at least a little bit telekinetic and telepathic. These are popculture tropes for psychic power, and work well enough to help distinguish the class from other spellcaster classes.
← The psi dice are a class feature. It seems fine to me. I hate fringe mechanics but these arent really that. Actually, the psi dice compare to the Fighter Battlemaster 'Superiority Dice'. These psi dice are actually standard D&D mechanics. I am fine with this.

"Telekinetic Propel. As a Bonus action, choose one Large or smaller creature other than you. ... [using the psi die] the target must [save or] be pushed or pulled."
← Does this include flying the creature into the air, if the Psion is above or below it?

"Telepathic Connection. You have telepathy ... 5 feet. As a Bonus action, [use a psi die], the range ... increases."
← Telepathy is always on. At least while within the soul aura of a Psion character. This is important flavor. Spending a resource to expand the range, is a bit meh. The aura of telepathy should be at least 30 feet, as the default standard. But spending psi die would worth it if the Psion can detect minds in other rooms, and so on, by expanding range.
← I assume the Telepath subclass will supply the best telepathy that players can have among the various class and species options.

LEVEL 1: SUBTLE TELEKINESIS
"Mage Hand .. without Somatic components, and ... invisible."
→ A free cantrip that every Psion character has. Ok. Maybe. However, this particular cantrip Mage Hand is awkward. It fails to represent well the concept of telekinesis, and baking it into the class itself is a problem.
→ There needs to be a new cantrip that feels more like telekinesis. (Not a mickey mouse glove that floats around.) If this is a class feature rather than a cantrip, that is ok too, but other psionic character concepts would want to access it. A cantrip that other classes can use makes sense. If instead Subtle Telekinesis is a bespoke class feature, that is tolerable too. It is only level 1, and multiclassers can easily dip to get it. As a cantrip, something like:

SUBTLE TELEKINESIS
Transmutation (or better yet Dunomancy) cantrip
Casting Time: Action
Range: 30 feet
Components: none
Duration: until the end of your next turn.

The influence of your mind causes the stuff of objects to propel in any direction. Within your aura that is a sphere extending from you out to 30 feet, choose an amount of space up to Tiny size, that can include a willing creature and any untethered unattended objects. You can use your Action to gently move them, both arranging their locations in the Tiny space, and also flying all of them together in any direction to any location within your aura. You can also choose to do one Interaction with one of the objects in the space, such as opening an unlocked door or pouring liquid from a container. Attempting to telekinetically pick a lock requires a normal ability check for Sleight of Hand or Thieves Tools if proficient, but you can apply your spellcasting ability instead of Dexterity. To telekinese objects for an extensive Duration, you must recast Subtle Telekinesis on each of your turns. Any ongoing movements continue on seemlessly. You can only target one space of Tiny size at a time.

At Higher Levels. At level 5, the size increases to Small, at level 9 Medium, at level 13 Large, and at level 17 Huge. Beyond level 20 Gargantuan. For example, if you are Medium size and at level 9, you can use your Action to move yourself gently up to 30 feet in any direction.

→ This is either a cantrip that other classes can take, or is a class feature that the Psion class is known for.

LEVEL 2: PSIONIC DISCIPLINE
"... Psionic Energy Dice. You gain two disciplines of your choice. ..."
→ Fine. The player chooses other ways to use the, heh, Psionic Superiority Dice. The choices require commitment and help actualize the flavor of the character concept during gameplay. More disciplines become available at higher levels.

LEVEL 2: PSIONIC MODES
"You have honed your psionic powers to act as both your shield and a weapon in battle. As a Bonus action, you can choose one of the following modes. ..."
"Attack Mode. Damage from your weapon attacks, Psion spells, and Psion features ignore Resistance to Psychic damage. In addition, when you rll damage for a spell, you can expend one Psionic Energy Die (I will be calling this the psi die) to reroll a number of damage dice up to your Intelligence modifier (minimum of one), and you must use the new rolls."
"Defense Mode. You have Resistance to Psychic. In addition, when you fail an Intelligence, Wisdom, Charisma saving throw, you can take a Reaction to expend one Psionic Energy Die; roll the [psi die] and add the number to the saving throw, potentially turning a failure into a success."
"You can use [Psionic Modes] twice, and you regain all expended uses when you finish a Long Rest."

← Huh. A reinvention of AD&D 1e Psionic Combat that doesnt ruin the game for all of the other players. Overall it is flavorful, somewhat useful. The twice per day is odd, but acceptable.

LEVEL 3: PSION SUBCLASS
← Levels 3, 6, 10, 14.
← I will look at each Subclass later. I hope the Telepath subclass has the best telepathy possible beyond any other player class or player species.

LEVEL 4: [FEAT]

LEVEL 5: PSIONIC RESTORATION
"When you finish a Short Rest, you can" [refresh up to half your psi dice].
← Ok.

LEVEL 7: PSIONIC SURGE
"When you roll Initiative, ... expend one of your Hit Point Dice and regain one expended use of Psionic Modes. In addition, after you roll one or more Psionic Energy Dice, you can expend one of your Hit Point Dice and treat any roll of 1, 2, or 3 ... as a 4."
← This is the popculture 'nose bleed' trope that loses hit points to exert psychic power. But also adds a monk-like albeit psychosomatic self-healing. It seems to do the tropes in a simple and balanceable way.
← While it relates to the 'mind', it generally involves soul magic. Within reason, the mechanic can help emphasize that this is personal power.

Note: The levels in between are feats, subclass, and more disciplines. The socalled dead levels are 9, 11, 13, 15, but spell casters dont really have dead levels. These levels are when the character gains access to the next highest slot level, which is kinda a big deal − or at least should be if the spells themselves are balanced for their spell slot.

LEVEL 19: EPIC BOON

LEVEL 20: ENKINDLED LIFEFORCE
"Once per turn, when you expend one Psionic Energy Die and roll it for a Psion feature or discipline, youc can expend two of your Hit Point Dice to roll two additional Psionic Energy Dice and add the numbers rolled to the total."
← This is for the "nose bleed" flavor. This popculture flavor feels silly to me, but generally I am ok with the concept of extreme mental focus being straining at times. I find speaking a new language physically exhausting. At least there is no actual loss of hit points, even if there is a depletion of potential future hit points. Hit points include nonphysical aspects, such as paying attention and responding competently to danger. One can see sports fighters fatiguing and getting punch drunk, as the fight continues. Most of this is nonphysical hit point loss, fatigue and sloppiness, then if 'bloodied' only superficial to the extent of black eyes needing bandages. Only the knock out or accidental injuries when reaching zero hit points are meaningfully physical. I am conceptually ok to using Hit Dice for psi class features. I dont prefer it but can understand, and if it is so, I prefer other classes find ways to use Hit Dice for their features too.
← I dont have an opinion yet about Enkindled being mechanically powerful enough for a class capstone. Heh, but it better be good.

In Sum:

→ Overall, the class comprehensively finds ways to implement the various psionic traditions from across earlier editions of D&D. As a first impression, conceptually, thematically and organizationally, it looks kinda cool. Even fun. I look forward to playtesting the Psion.

→ But warning. Any reference to any spell components whatsoever, under any circumstance, is problematic. The final official Psion must fix this now before it is too late. Spell components must not be allowed to ruin the Psion class. If the Psion class must deal with spell components, it will be a pain point, and a source for more years of bitterness for psionic fans. Seriously, WotC, dont do this.

→ I havent gone over the subclasses and disciplines yet. But I did notice, the Wish spell must be on the Psion spell list. Creating reality with the mind, is the absolute essence of the concept of psionics.
 
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I was never a big fan of psi powers in D&D.

The only way I'd be happy with psi powers in a game I ran or played in would be if they were deliberately nerfed, deliberately made significantly weaker than 'regular' magic of either the divine or arcane variety. Also, I'd consider it critical that non-psi characters have very good or even extremely good 'default' defenses against psi. If it's necessary for non-psi characters to buy gear, feats, skills, or to otherwise spend resources against being affected by psi, in order to be viable in play, that's a big NOPE for me, no matter what advantages introducing psi might have.

Psi just might work for me as a replacement for magic in a 'low magic' or 'subtle magic' game. I could see a psi-based 'magic' system work to give a game a Middle Earth vibe.

Or psi might take the form of a 3.5e style feat tree, with 'psi' feats toned down in power to the point where they're not overpowered compared to normal feats, without needing to add any psi-point or other limited-resource mechanics to balance them.

So the sort of psi system I'd be interested in using would have to be very carefully built, probably in a way that would produce cries of "Too nerfed! Too wimpy! Too weak! Totally pathetic!" from the fans of psi systems.

(On further consideration, a big part of my dislike of psi systems is the way the concept skews hard toward "You must have the all-important GIFT! to do this." I cordially dislike regular magic system that work that way, and very much prefer settings where gaining those special abilities is all about hard study and dedication, rather than inborn talent. I have an equally hard down against the concept of "must have special blood in ones ancestry to become a sorcerer." I blow fat raspberries at that idea.)
 

WotC's hesitance with publishing Dark Sun is that the setting has slavery as a strong component . . . not as "good" or "tolerated" thing, something for the PCs to oppose . . . but one that can be triggering for folks bothered by that inclusion, due to their own personal trauma, cultural trauma, or would just rather not play in such a dark setting. Good reasons to go slowly, IMO.

Doesn't mean we'll never get a 5E Dark Sun, just means that if we do, WotC is going to take their time with it and likely remove or downplay the slavery aspect. Which will trigger the hardcore fans, which is another reason for the hesitance . . .

Yeah, the issue with the Dark Sun stuff isn't the existence of evil things that the PC's need to thwart. It's the "suffering bait" that is part of the setting and that is deeply unfun for a significant swath of the player base. Even being a former slave who leads a revolt means playing with fantasy slavery, and that's just not a fun story for a lot of people. And, of course, that SOME of your player base is going to mess with in a way that is going to lead to some unhappy games, no matter how much you orient expectations otherwise.

Which doesn't mean it can't be minimized or worked around or not worth the risk. It's just a question of when it might be worth the effort to do so, and how you might want to thread the needle. I do think that a full psion class does increase the potential for a Dark Sun setting book of some sort, so maybe they have a plan they want to try.
 

1) Climate Change is a charged political issue rather than something even children understand is a continuous problem.
I think you're overstating how big of a deal it would be for Dark Sun. Even most of those who used to deny change now admit it, but argue over the cause. With Dark Sun that argument would not be present.
2) The aggregation of global power into the hands of a few magocratic elite who lie and manipulate the populace to try and force their compliance rings too true to the modern day.
This is.......................virtually every country in every setting. How many enlightened Republics and Democracies do you think there are in the Forgotten Realms, Greyhawk, Planescape, etc.? The power is in the hands of the few on pretty much every world.
3) Psionics. They've yet to make a decent psionics class. This is as close as they've gotten in over 10 years.
That's the point of bringing up Dark Sun with this UA. Clearly they are working on a psion.
4) They painted themselves into a corner making the "Weave" a universal source of magic for designing a world where that makes no sense.
This is a non-issue. In 5e the "weave" doesn't take on the same form in every world. The "weave" just means that there's something that magic springs from. In Dark Sun that would be life energy. Dark Sun has a weave that makes sense. It's just not the weave of the Forgotten Realms.
5) "Brutality". Dark Sun was originally a scaled up "More Difficult" version of D&D with higher stat values and bigger scarier monsters that kill you and make you grab a new character. And the current urge to balance everything in the blandest way possible makes that original design intent a non-option, stripping away more of the setting's identity.
All they have to do is balance at a higher power level. The PCs are stronger like they were in 2e, and the monsters are stronger and scarier. They have the math already set, so it would be simple to just move the bar higher.
6) A buncha classes aren't the current shiny happy version. Some are specifically not typically present at all, resulting in a desire to either alter the setting, or the classes.
This is true. This is something that would require that designers actually..........................design. All they would have to do is their jobs.
7) Most of the massive kitchen sink of gonzo heritages don't exist on Athas, which might make it hard for some players who refuse to play anything other than the one heritage they like.
I doubt that the vast majority of tables play every setting. For those with intractable players, they can play a different setting. And that's if the DM doesn't just make an exception like a great many DMs do.
8) Cannibal Elves and Halflings instead of lofty fae creatures and chubby adorable cooks breaks the current narrative schema of trying to make everything homogeneous across as many settings as possible. The core races would need to be redesigned.
I don't remember cannibal elves. The elves were nomadic runners. This doesn't even need a redesign, though. Just make a different population of halflings that aren't cannibals. PCs can be from there.
9) Mul. A half-breed which cannot produce offspring plays into some ugly historical stereotypes and racist ideologies.
This can be changed at the snap of the fingers. And is the only truly problematic thing in the setting. So they change it. They changed some places and people in Greyhawk, so we know they are willing to do it.
10) Dark Sun is an untested property on the current primary market. The 4e market was mostly people who had played 3e hanging with the people who played 2e. 5e's market is way younger and doesn't have that experience, making it a shot in the dark on whether or not it'll actually be something people will like outside of nostalgia purchases for the older players. And without widespread adoption it's practically doomed.
Post Apocalyptic movies and shows have been hits for the last 20 years. As have book series. I think it's a good bet that a lot of the new players would enjoy a post apocalyptic setting.
11) Dark Sun is a drastically different setting to traditional fantasy. At least Ravenloft's Gothic Horror typically has a place -in- high fantasy settings. But apocalyptic fantasy is wholly different and less likely to be widely adopted. The sheer divergence of identity from -everything- that has sold well in the past decade may be too far a gulf for Hasbro's board of directors who are just trying to keep WotC and D&D in a place of profitability.
See above.

The issues you brought up are almost entirely non-issues or minor issues with easy fixes. The hardest part would be races and classes which would need some re-design, though you could just make feats for the racial flavor. A running feat that elves can take for example. You'd also need a paragraph at the beginning of the section on races stating that arcane abilities are psionic in nature on Athas. So the elven cantrip racial ability would be a psionic cantrip, rather than an arcane one.
 

At first glance, this looks fun. I've never cared particularly about the mechanical underpinnings (psi points, dice, spells etc.) other than how they lend to creating a unique flavor. This playtest feels like it will let the psion feel meaningfully different than other classes, and I do think I'll feel like I'm playing a character with powers of the mind. In other words, I need a deeper dive into the various pieces, but so far, looks good!

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