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Mike Mearls on D&D Psionics: Should Psionic Flavor Be Altered?
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<blockquote data-quote="DEFCON 1" data-source="post: 7673233" data-attributes="member: 7006"><p>If at any point I was to try and figure out how to do psionics (and how varied the psionics classes can be), I'd probably take my cue from the class that has the biggest separation to me, the druid.</p><p></p><p>Combat-wise... the druid really has two playstyles that are perhaps the most disparate from each other out of all the subclasses in the game. You have the full caster Land druid that does magic magic magic right up until they need to shape into a bird for some reconnaissance or escape or something... and you have the Moon which is completely transformed, no spells, animal form, melee melee melee until they get knocked out of it and might then cast a spell or two for healing/control.</p><p></p><p>This I think is probably the kind of template that I'd use to create a psionic class were I to do it. One base Psionicist class, with maybe three sub-classes. The base class would have things like some weapon combat skill, some psionic talents that are mainly geared towards the exploration and interaction pillars (telepathy, second sight, precognitive, etc.), and a few psychometabolism abilities that give them different types of movement.</p><p></p><p>Then the sub-classes all lean the psionicist further into each direction-- the 'psychic warrior' type gains additional combat abilities plus ways of using the psionic talents to enhance weapon use. For a more mind-controllery / telekinetic 'psion', the subclass gains additional talents to their lists just like domain or land spells do for clerics and druids, some of which perhaps are stronger-- turning the class from a paladin/rangerish 'half caster' to perhaps a wider 'full caster' (just using the 'caster' terminology we're familiar with merely as illustration-- not insinuating the psionicist is an actual spellcaster in any way.) And then perhaps the psychometabolism 'egoist' sub-class goes further in that direction, where the psionicist is more physically transformative and body shaping a la the totemic barbarian / moon druid-- much of it becoming now combat-useful (just like how the druid's wildshape only becomes useful in combat when the Circle of the Moon subclass is taken.)</p><p></p><p>This I think is probably the easiest way to do it-- one class that has base levels of the different types of psionic features, with the subclasses then focusing the psionicist into the different directions... as opposed to creating a 'psionics' talent format which you then try and overlay on the other classes as psionic sub-classes to those classes. The 'psionic' fighter, the 'psionic' rogue, the 'psionic' sorcerer etc. Trying to build in that way seems like a lot more jerryrigged hoops to build and jump through than just making one new class that has all the psionic talent set up in whatever pyramid/power point/feat list you end up making and using, which each subclass can then all build off of.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7673233, member: 7006"] If at any point I was to try and figure out how to do psionics (and how varied the psionics classes can be), I'd probably take my cue from the class that has the biggest separation to me, the druid. Combat-wise... the druid really has two playstyles that are perhaps the most disparate from each other out of all the subclasses in the game. You have the full caster Land druid that does magic magic magic right up until they need to shape into a bird for some reconnaissance or escape or something... and you have the Moon which is completely transformed, no spells, animal form, melee melee melee until they get knocked out of it and might then cast a spell or two for healing/control. This I think is probably the kind of template that I'd use to create a psionic class were I to do it. One base Psionicist class, with maybe three sub-classes. The base class would have things like some weapon combat skill, some psionic talents that are mainly geared towards the exploration and interaction pillars (telepathy, second sight, precognitive, etc.), and a few psychometabolism abilities that give them different types of movement. Then the sub-classes all lean the psionicist further into each direction-- the 'psychic warrior' type gains additional combat abilities plus ways of using the psionic talents to enhance weapon use. For a more mind-controllery / telekinetic 'psion', the subclass gains additional talents to their lists just like domain or land spells do for clerics and druids, some of which perhaps are stronger-- turning the class from a paladin/rangerish 'half caster' to perhaps a wider 'full caster' (just using the 'caster' terminology we're familiar with merely as illustration-- not insinuating the psionicist is an actual spellcaster in any way.) And then perhaps the psychometabolism 'egoist' sub-class goes further in that direction, where the psionicist is more physically transformative and body shaping a la the totemic barbarian / moon druid-- much of it becoming now combat-useful (just like how the druid's wildshape only becomes useful in combat when the Circle of the Moon subclass is taken.) This I think is probably the easiest way to do it-- one class that has base levels of the different types of psionic features, with the subclasses then focusing the psionicist into the different directions... as opposed to creating a 'psionics' talent format which you then try and overlay on the other classes as psionic sub-classes to those classes. The 'psionic' fighter, the 'psionic' rogue, the 'psionic' sorcerer etc. Trying to build in that way seems like a lot more jerryrigged hoops to build and jump through than just making one new class that has all the psionic talent set up in whatever pyramid/power point/feat list you end up making and using, which each subclass can then all build off of. [/QUOTE]
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