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How does 5e know what you're thinking? Psionics Mechanics..
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<blockquote data-quote="Unwise" data-source="post: 6018969" data-attributes="member: 98008"><p>I really like the expertise dice concept, but only for fighters. The reason is that the fighter has to make more meaningful choices with their dice each turn. They are in the thick of it, they have to wiegh up damage vs taking less damage vs stopping the enemies getting to their friends vs blocking damage to their friends etc.</p><p> </p><p>A class that has the luxury of being behind the front lines will tend to have less interesting decisions to make about their spell usage. A magical striker for instance will just pick a damaging spell and tend to spam it. Swapping to a slowing/prone spell when threatened.</p><p> </p><p>For this reason I prefer the willpower point system to provide flexibility, but still contain meaningful choices about whether to spend those points or not. This also allows for more powerful spells. For instance a spammable dominate would be inappropriate, even for a telepath, but as an expensive investment of willpower points that is fine.</p><p> </p><p>I like the idea of having wild psionics as sorcerers, after all they are just tapping into their 'blood' and natural ability. As for the more arcane mentalist, I think they fall nicely under wizards specialising in enchanting magics. Maybe have a specialisation too, that lets enchanters not have to use their hands and/or voice to cast spells, this way you could put in a little bit of at-will telepathy etc as well.</p></blockquote><p></p>
[QUOTE="Unwise, post: 6018969, member: 98008"] I really like the expertise dice concept, but only for fighters. The reason is that the fighter has to make more meaningful choices with their dice each turn. They are in the thick of it, they have to wiegh up damage vs taking less damage vs stopping the enemies getting to their friends vs blocking damage to their friends etc. A class that has the luxury of being behind the front lines will tend to have less interesting decisions to make about their spell usage. A magical striker for instance will just pick a damaging spell and tend to spam it. Swapping to a slowing/prone spell when threatened. For this reason I prefer the willpower point system to provide flexibility, but still contain meaningful choices about whether to spend those points or not. This also allows for more powerful spells. For instance a spammable dominate would be inappropriate, even for a telepath, but as an expensive investment of willpower points that is fine. I like the idea of having wild psionics as sorcerers, after all they are just tapping into their 'blood' and natural ability. As for the more arcane mentalist, I think they fall nicely under wizards specialising in enchanting magics. Maybe have a specialisation too, that lets enchanters not have to use their hands and/or voice to cast spells, this way you could put in a little bit of at-will telepathy etc as well. [/QUOTE]
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