Sword of Spirit
Legend
I guess I can see how there is a similarity to the warlord thing now. The reason I'm not interested in a warlord is because I don't think it has enough tradition as a class in D&D and it doesn't feel like it "fits" in some difficult to articulate way. The latter is probably even a bigger deal than the former, since I'm okay with sorcerers, warlocks, and even artificers (at least for Eberron). But yeah, that is sort of what the arguments against a psion come down to aren't they (even though they don't apply to Psion for me)?
That being said, if they created a warlord that got past that "doesn't feel like it fits" thing I wouldn't be opposed to using it. I'm sure that's part of what they're trying to do with psionics. Find a way to put it into the edition while getting past that negativity some people have.
The funny thing is, I actually think they are taking the right overall approach in trying to figure out how to do it:
-Find out what people want out of psionics
-Find out what people don't want out of psionics.
-Make sure it's balanced and works well with the rest of the game (a clearly identified source of some people's formative negativity towards it).
-Make sure it is distinct enough from other parts of the game to be interesting.
-But avoid requiring a massive cognitive investment (whole book or giant new system) for people to add it to their games.
They just haven't figured it out yet. (But I hope they've caught on that a Psion class is essential to it.)
That being said, if they created a warlord that got past that "doesn't feel like it fits" thing I wouldn't be opposed to using it. I'm sure that's part of what they're trying to do with psionics. Find a way to put it into the edition while getting past that negativity some people have.
The funny thing is, I actually think they are taking the right overall approach in trying to figure out how to do it:
-Find out what people want out of psionics
-Find out what people don't want out of psionics.
-Make sure it's balanced and works well with the rest of the game (a clearly identified source of some people's formative negativity towards it).
-Make sure it is distinct enough from other parts of the game to be interesting.
-But avoid requiring a massive cognitive investment (whole book or giant new system) for people to add it to their games.
They just haven't figured it out yet. (But I hope they've caught on that a Psion class is essential to it.)