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Eberron: Rising from the Last War Coming For D&D In November
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<blockquote data-quote="DEFCON 1" data-source="post: 7793040" data-attributes="member: 7006"><p>In my Eberron games I specifically did not include the kalashtar as a race option because I was trying to narrow down the number of campaign-wide concepts/threats/plotlines we might be running with. There's no bigger pain than having one PC whose primary character issue is with the daelkyr, another with an Overlord, another with Lady Vol, another with the Dreaming Dark, and another with the Inspired. It just becomes too unwieldy no one gets enough time, and there's no central big bad you now have a half-dozen. So for me, holding Sarlona, the Inspired, and the kalashtar out of my current campaigns helped ease that.</p><p></p><p>That being said... had I allowed someone to play a psionic kalashtar I would have done it one of two ways-- I'd either have used the Mystic playtest rules (as I did for my last Curse of Strahd campaign that had a psionic PC), or I would have created a Psionic Origin sorcerer, and then put together a very specific spell list for them that was primarily a lot of divination, abjuration, and movement-based transmutation spells.</p><p></p><p>I'm a firm believer in making customized spell lists for Sorcerers in 5E so that they all fall within the parameters of the origin from which the sorcerer gets their power. That's what I did for my Aberrant Dragonmark sorcerer PC whose dragonmark was time magic. I selected spells whose abilities were easily refluffed as time manipulation and gave the players the spell list to select their time magic from. Anything normally on the sorcerer spell list that I didn't include in the time magic list because there wasn't a good refluffing available was not an option for them. And I'd do this again for other sorcerers I'd ever have in my campaigns, including any potential kalashtar who wanted to focus on psionics (at least until Dark Sun and the psionics rules get released.)</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7793040, member: 7006"] In my Eberron games I specifically did not include the kalashtar as a race option because I was trying to narrow down the number of campaign-wide concepts/threats/plotlines we might be running with. There's no bigger pain than having one PC whose primary character issue is with the daelkyr, another with an Overlord, another with Lady Vol, another with the Dreaming Dark, and another with the Inspired. It just becomes too unwieldy no one gets enough time, and there's no central big bad you now have a half-dozen. So for me, holding Sarlona, the Inspired, and the kalashtar out of my current campaigns helped ease that. That being said... had I allowed someone to play a psionic kalashtar I would have done it one of two ways-- I'd either have used the Mystic playtest rules (as I did for my last Curse of Strahd campaign that had a psionic PC), or I would have created a Psionic Origin sorcerer, and then put together a very specific spell list for them that was primarily a lot of divination, abjuration, and movement-based transmutation spells. I'm a firm believer in making customized spell lists for Sorcerers in 5E so that they all fall within the parameters of the origin from which the sorcerer gets their power. That's what I did for my Aberrant Dragonmark sorcerer PC whose dragonmark was time magic. I selected spells whose abilities were easily refluffed as time manipulation and gave the players the spell list to select their time magic from. Anything normally on the sorcerer spell list that I didn't include in the time magic list because there wasn't a good refluffing available was not an option for them. And I'd do this again for other sorcerers I'd ever have in my campaigns, including any potential kalashtar who wanted to focus on psionics (at least until Dark Sun and the psionics rules get released.) [/QUOTE]
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