Nod. 5e is very concerned with that 'classic D&D feel.' The EK is almost at odds with it - I suppose it's an echo of the elven fighter/magic-user.
That is my assumption; the fighter/mage (especially as it relates to the "ELF" class) is ancient, but there has never been a single solid manifestation of it. Prime candidate for reduction to subclass (Assassin, which bounced from class to kit to prestige class to class again, is very close to that as well).
The concept of a character who has no magical abilities is radically different from one who casts spells. The mechanics may not be that dramatic, but the change in concept is.
Mechanics is what concerns me. I mean, I can create a Pony-based subclass that uses the power of Love and Tollerance to cast spells, but that don't mean doo-doo unless it has some mechanic to back it up. Unlike 4e, fluff and crunch are separated by a wall of flaming tigers anymore.
Taking a class from casting spells to using 'psionics' is really less of a change, because both spellcasting and vaguely-defined 'mental powers' are clearly supernatural and do many of the same things.
Only if psionics = spells. I propose something different.
That's an interesting generalization (or slippery slope fallacy) of the idea of introducing a few psionic sub-classes, and might have worked well done earlier, with a smaller number of magic-using classes. Not really relevant to the original idea, but interesting.
Not really; You have now choose Psi or No Psi at first level when selecting the Bard, Wizard, or any other spellcaster than modifies your spells but doesn't give you your subclass features at first level. Because choosing Bard at first level will now come with an extra step; do I want psionic or arcane casting. This will change things majorly for the class. Effectively, you are adding a new step.
Sub-classes are not a new element of character generation.
But when you pick them (and gain their benefit) is different per class, and you are suggesting they must now be picked at first level. New rule.
As with a class choosing it's sub-class at 1st level, it only takes one to set a precedent.
Yet out of 44 produced, none (save three base classes) have done that. It seems to be a precedent WotC doesn't want to set.
No gutting required. The sorcerer already uses a point system that could evoke pps, and spells can easily handle most psionic effects - where they don't, you expand the list. That's the point, really, that it would require very little development to insert a psion as a sorcerer sub-class.
Psionics are just another kind of magic: a vague rationale for wielding supernatural powers that's not held up to much scrutiny. Divine & arcane magic can use the same mechanics and draw from the same spell lists, no reason psionics can't, as well.
So psionics is a sorcerer and is un-needed. No unique mechanics. No unique power effects. Just another "pew, pew, fireball!" sorcerer.
Dear WotC: if that's your plan, don't bother.
But, isn't this why we write mechanics? You keep bringing up all these questions, but, wouldn't they be answered by, I dunno, actually WRITING a class/subclass?
Yarael suggested an idea, I was trying to flesh it out for him.
Can you mix arcane and psi powers? Well, maybe. Wouldn't it make a lot of sense to write a paragraph or two at the beginning of the Psionics Rules, that states something like options where Psi is a type of magic (and thus can be mixed) or Psi is Different (and can't be mixed). Kind of like exactly the same way it was done for other versions of Psionics?
But pure wizards couldn't learn psionic powers (short of multi-classing or a psionic feat). Allowing them to mix allows them to cherry pick the best options from both classes; effectively making psionics just a giant expansion of the wizard spell list. Unless you are keeping them separate, which means you now have two possible spell lists a wizard could potentially be using.
And, let's be honest here, any psionicist should have its own powers list - that's not a big shocker is it? I was always on the assumption that the lists would be different.
Meet [MENTION=996]Tony Vargas[/MENTION]. He thinks psionics should just be wizard spells.
If you make a completely new Psi class, what's to stop those exact same issues from happening when someone dual classes? How does making it a totally new class stop Spell Sniper or Tomelock?
No more so than multi-classing now, but Yarael's idea was that a single cantrip could change your casting mechanics. I wanted to see how that interacted with the rest of the cantrip rules.
All that stuff has to be addressed no matter if you make a new class or a subclass. That's not the issue. I guess my point is, if I'm just copying the template from once class and then bolting on new mechanics, why not just use subclasses. It's the same difference.
I don't. I want a new mechanic that emulates earlier edition psionics but with a balanced, updated twist (like how current casting emulates Vancian in a way). I want a bunch of powers with the familiar pseudo-science names and a class (with its own unique subclasses) that is an easy way to enter into it (and perhaps a feat or subclasses to give psy power to non-casters). In essence, I want a psi-system so robust it could REPLACE magic if I wanted it to, not BE magic because some people find psionics "icky".
I get neither of you don't. That's fine. But don't take it away from me.