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

That said, I have no issues with psionics requiring crystals and gems and such as lenses to focus particular powers, as long as it's very much a sometimes thing. I'll also buy using particular herbs and such to attain particular states of consciousness needed. It might not be within your primal/shamanic psionics wheelhouse, but it's definitely part of the overall concept.
I would rather see this kind of paraphernalia be for magic items and ceremonial 'Rituals' that dont apply to spending a personal spell slot.
 

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Heh, to be clear. The spell components are worthless and pointless, and do nothing for game balance anyway. Ignoring them makes little or no difference to gameplay.
They tell others that a spell is being cast - potentially what spell is being cast - so countermeasures can be taken. Without them casters are even more overpowered.

You not liking them does not make them "worthless" or "pointless" - that's a massive degree of entitlement and hubris you are displaying.
 

Reading the paragraph introducing wild talents has me excited for what they may have in mind for matching backgrounds to go with those wild talents.

“Backgrounds representing their connection to wild talents will be included with these feats in a future book if they become official, …”
I am curious about this. The big thing for me is the ability scores have turned into a really frustrating gating of certain backgrounds to classes, that can't always fit in the three ability score system (Acolyte is a painful pick for a Cleric who doesn't use Int or Cha for anything). And what is the background for a pyrokineticst vs clairsentient The idea being that anyone has a chance to develop these talents? I think the best might be separate backgrounds with an option to "select a wild talent feat" and have the backgrounds be something like "hunted mutant" and "mystic disciple" to represent different styles of wild talent manifestation, but I still think the ability scores will be very hard to select. Perhaps "hunted mutant" could even say that you select another background from the PHB and get it's ability scores, tool proficiency, and equipment, but take a Wild Talent Feat and the "deception" and "stealth" skills to represent being on the run and hiding your abilities. "Chosen disciple" could then be with an "Int" "dex" or "Str" increase to lead into picking the Psion class, or the Psi-Warrior or Soulknife subclasses.
 

You can't see internal arguments about the design goals Dark Sun would require not aligning with the overall design goals of D&D24 causing problems?

You can't see the underlying socio-political commentary of the setting resulting in some hesitancy toward publication?

You can't see a lack of financial certainty in the broadest consumer base's desire for the product giving the board of directors pause on selling a product?

But "There's a lot of slavery" you -can- see as the one and only overriding problem with the setting regardless of it's ubiquity and direct allegorical writings within the Forgotten Realms towards the real, historical, slave trade?

... Okay. I can see how that would lead you to a different conclusion. And we're absolutely going to disagree on the matter.
Correct.

Not that these wouldn't be concerns in a new version of Dark Sun. But concerns that would prevent WotC from moving forward with the project? No.

The slavery issue is one that I do understand might make WotC hesitant to move forward. Personally, I think it's an issue that can be overcome, but at the expense of "canon". I wouldn't eliminate slavery from the world of Athas, but severely downplay its presence in the world and the campaign. The result would still be Dark Sun . . . for me, at least.
 

But I won't be accepting more "No. You're wrong." without any counter-position.
There were a bunch of counter-positions/arguments. Focusing on the one that was iffy is a Red Herring. You're distracting from my entire argument which not only took your total argument into account, but also had an aggregate position. And I'm pretty sure that reducing arguments to "No. You're wrong." without any counters is also a fallacy, but I can't remember the name off the top of my head.
 

You realize D&D has always done this right? I'm pretty sure we already have multiple flavors of the Russian mob in D&D, I think there's definitely stuff like that in Eberron and Ravnica. And to a lesser degree, kung fu movies were huge in the late 70s so a bunch of dorks made the monk class to cash in on that popularity.
D&D modern was also pretty popular, so having the actual Russian mob in D&D would probably go over pretty well, especially considering current world events.
 


Part of where I am coming from is, material components are 'protoscience', and feel extremely 'arcane'.

The ancient Hellenistic worldview would identify very specific ingredients with very specific magical influences. For example, they would use an agate gemstone, to prevent scorpion venom from spreading thru the blood of someone stung. Different gems have different magical properties that a knowledgeable person could exploit for different purposes. The important point was, it was the material object itself that had the magical property, like using a magnet to pick up iron. Different stones, and different plants, but also time of day, and so on, would engineer specific magical effects. The New Age 'crystals' popculture fad came from this Hellenistic then Neoplatonic approach. In many ways, it is like external chemistry power − not internal personal power.

All of this D&D flavor referring to specific ingredients, precise body movements, special verbal formulas, sigils in spellbooks, and so on, is what the Wizard and arcane powers generally do. It is alien to what personal magic is doing.
 

There were a bunch of counter-positions/arguments. Focusing on the one that was iffy is a Red Herring. You're distracting from my entire argument which not only took your total argument into account, but also had an aggregate position. And I'm pretty sure that reducing arguments to "No. You're wrong." without any counters is also a fallacy, but I can't remember the name off the top of my head.
Once again: Make an argument as to what is the actual cause, rather than just trying to pick apart my arguments and posts.

I'm not interested in a debate or discussion where one person forms an argument to present a proposition and the other person spends their time trying to tear apart that argument without presenting an alternative position that they seek to support.

It's mind numbingly pointless. It doesn't further communication or discussion, it's just one person trying, relentlessly, to shut the other person down. And I'm tired of it.
 

You thinking this and it being true about the rules aren’t the same thing. Nothing about any of those skills work with identifying a spell, which are rules laid out in Xanathar’s.

In Xanathar’s, the rules clearly say people can perceive the casting of a spell only if it has a Verbal, Somatic, or Material component. If you remove all three, you don’t have a way of being identified as casting a spell.

As for what the spell is or does, the rules also cover this. In the same section, it states you must use a reaction to make an Arcana check (not Perception or Insight or Investigation) to identify what spell is being cast.

That’s the rules. And before you say “Xanathar’s is old and not 2024,” the 2024 PHB says this about perceiving a spell:

Awareness of Being Targeted. Unless a spell has a perceptible effect, a creature doesn’t know it was targeted by the spell. An effect like lightning is obvious, but a more subtle effect, such as an attempt to read thoughts, goes unnoticed unless a spell’s description says otherwise.”

And the only mention of identifying a spell outside the identify spell is a sidebar in the PHB that says you have to take the study action to make an Arcana check to identify a “non-instantaneous” spell and nothing about instant spells. So the Xanathar’s rules are still the most comprehensive we have.

Just because you don’t agree with the rules doesn’t change them. Targets of spells don’t know they are targets until the spell is obvious or its description says otherwise.
I don't know what 5.5e says about combat, but 5e had this to say.

"In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen."

The relevance there is that in combat most creatures are alert for signs of danger all around.

"Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can't cast a spell with a verbal component."

The relevance there is that chanting is not at all quiet, especially coupled with particular combinations of sound with specific pitch and resonance. You can't easily cast a spell with a verbal component quietly. The danger there is fairly obvious on a battlefield.

"Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures."

Intricate gestures and forceful gesticulations would be a fairly recognizable source of danger on a battlefield.

The least obvious would be material components.

In my experience, DMs at the very LEAST use perception to allow folks to be aware of spells being cast in combat situations, and very often unless the battle is super chaotic or the caster is taking pains(making rolls) to avoid detection, DMs don't even require that much. They just say, this guy over here is casting a spell.

So while the rules don't explicitly say how to find someone casting a spell in combat, there are a bunch of other rules that when looked at, heavily imply that you either just know or at least get a perception check.
 

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