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Mike Mearls on D&D Psionics: Should Psionic Flavor Be Altered?
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<blockquote data-quote="steeldragons" data-source="post: 7673716" data-attributes="member: 92511"><p>So, the document in my previous post (which seems to be getting completely bypassed) includes common and unique mechanics, powers structure without "power points", a concentration feature, an exhaustion/con-burning mechanic, and distinct sub-class types.</p><p></p><p>Basically, for those disinclined to download/view the pdf:</p><p></p><p>1. All psychics have at-will "talents." These are your traditional "psychic combat" abilities, more or less, but unlike 1e, they are all usable against [or to defend] non-psychic individuals, in addition to mental combat. You get 3 to start and it goes up from there, based on level.</p><p></p><p>2. All psychics then receive "ranks" they can apply to suites [groups] of powers of different traditional psionic types + a few more (like Empathic or Medium). Each grouping has 5 ranks/levels, each with more powerful abilities than the former, scaled, roughly with existing "power tiers" as used for spell levels. You can select and use any of the powers listed for which you have "spent" ranks...up to level + Int. mod. times per day. </p><p></p><p>The powers included herein are, essentially, sorted/pulled from various spell lists. I have little to no tolerance for "Psionic Charm Person" or "Consciousness Shutdown [to describe Sleep]". So the known/common understanding names are used. The possibility for expansion of these groupings or adding distinct "spell-effects" to existing ones is totally in the hands of the DM.</p><p></p><p>To get the ball rolling, I began with suites for: Telepathic, Telekinetic, Pyro- or Cryo-kinetic (for distinct fire or ice powered individuals), Clairsentient, Metabolic (healing and shapshifitng), Medium (for detecting/talking to spirits), Teleportational, and Empathic (emotion based powers). </p><p></p><p>3. Your subclass choice, then, delivers your final "layer" of powers. Your subclass, like all PHB subclasses, gives you unique features that are in keeping with that flavor/discipline. These are independent of your "rank power" uses, either at will or usually with a 5e "rest-reliant" recharge. I went with: Telepath, Telekinetic, Seer, or Metamind ...for starters, anyway.</p><p></p><p>Maybe it's too complex, having different powers operate on different mechanics...but I don't think so...no moreso than play a warlock or a cleric or really any other class, in 5e.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 7673716, member: 92511"] So, the document in my previous post (which seems to be getting completely bypassed) includes common and unique mechanics, powers structure without "power points", a concentration feature, an exhaustion/con-burning mechanic, and distinct sub-class types. Basically, for those disinclined to download/view the pdf: 1. All psychics have at-will "talents." These are your traditional "psychic combat" abilities, more or less, but unlike 1e, they are all usable against [or to defend] non-psychic individuals, in addition to mental combat. You get 3 to start and it goes up from there, based on level. 2. All psychics then receive "ranks" they can apply to suites [groups] of powers of different traditional psionic types + a few more (like Empathic or Medium). Each grouping has 5 ranks/levels, each with more powerful abilities than the former, scaled, roughly with existing "power tiers" as used for spell levels. You can select and use any of the powers listed for which you have "spent" ranks...up to level + Int. mod. times per day. The powers included herein are, essentially, sorted/pulled from various spell lists. I have little to no tolerance for "Psionic Charm Person" or "Consciousness Shutdown [to describe Sleep]". So the known/common understanding names are used. The possibility for expansion of these groupings or adding distinct "spell-effects" to existing ones is totally in the hands of the DM. To get the ball rolling, I began with suites for: Telepathic, Telekinetic, Pyro- or Cryo-kinetic (for distinct fire or ice powered individuals), Clairsentient, Metabolic (healing and shapshifitng), Medium (for detecting/talking to spirits), Teleportational, and Empathic (emotion based powers). 3. Your subclass choice, then, delivers your final "layer" of powers. Your subclass, like all PHB subclasses, gives you unique features that are in keeping with that flavor/discipline. These are independent of your "rank power" uses, either at will or usually with a 5e "rest-reliant" recharge. I went with: Telepath, Telekinetic, Seer, or Metamind ...for starters, anyway. Maybe it's too complex, having different powers operate on different mechanics...but I don't think so...no moreso than play a warlock or a cleric or really any other class, in 5e. [/QUOTE]
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