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General Tabletop Discussion
*Dungeons & Dragons
Mystic, Psionic Mastery, and 11th level and up
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<blockquote data-quote="Sword of Spirit" data-source="post: 7062896" data-attributes="member: 6677017"><p>I agree with going back to the drawing board.</p><p></p><p>Mystics need high level powers with similar power levels of effects to high level spells. The ability to enter the astral or ethereal plane, and teleportation over hundreds of miles are the ones that just stood out to me as unacceptably missing. Another example is how limited the ability to dig around in someone's memories or mess with their head is. These abilities should function differently than spells, but they should be able to accomplish similarly powerful things.</p><p></p><p>I'm not sure just having higher point expenditures available within disciplines is the answer though. I'd like to see a big more specialization. Maybe each Order grants you a special high-level ability of the type I'm talking about. So only nomads can do long range teleport or something. </p><p></p><p>And/or there could be higher level effects within a discipline, but perhaps they are only available to those of the correct Order. If that happened, you'd have to limit the number of such disciplines you could "tag" to give you those benefits. If you always got the high level effects from your own order's disciplines, and never from others, that would provide too much discouragement for branching out.</p><p></p><p>Instead of having high level effects within disciplines, you might instead have a selection of stand alone high level abilities, like a 3e rogue's special high level abilities, that you simply select ala carte at certain levels. They could all be order related, and you would probably have to select half of them from your order.</p><p></p><p>So perhaps at 11th level you choose a high-level Order effect, at 13th level you choose one from any Order, at 15th level you choose one from your Order, at 17th level from any Order, and then at 19th/20th level maybe your Order gives you a special capstone high-powered effect that no one else can get.</p><p></p><p>That sort of thing can keep it distinct from spellcasting while still allowing them to get real high level stuff.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 7062896, member: 6677017"] I agree with going back to the drawing board. Mystics need high level powers with similar power levels of effects to high level spells. The ability to enter the astral or ethereal plane, and teleportation over hundreds of miles are the ones that just stood out to me as unacceptably missing. Another example is how limited the ability to dig around in someone's memories or mess with their head is. These abilities should function differently than spells, but they should be able to accomplish similarly powerful things. I'm not sure just having higher point expenditures available within disciplines is the answer though. I'd like to see a big more specialization. Maybe each Order grants you a special high-level ability of the type I'm talking about. So only nomads can do long range teleport or something. And/or there could be higher level effects within a discipline, but perhaps they are only available to those of the correct Order. If that happened, you'd have to limit the number of such disciplines you could "tag" to give you those benefits. If you always got the high level effects from your own order's disciplines, and never from others, that would provide too much discouragement for branching out. Instead of having high level effects within disciplines, you might instead have a selection of stand alone high level abilities, like a 3e rogue's special high level abilities, that you simply select ala carte at certain levels. They could all be order related, and you would probably have to select half of them from your order. So perhaps at 11th level you choose a high-level Order effect, at 13th level you choose one from any Order, at 15th level you choose one from your Order, at 17th level from any Order, and then at 19th/20th level maybe your Order gives you a special capstone high-powered effect that no one else can get. That sort of thing can keep it distinct from spellcasting while still allowing them to get real high level stuff. [/QUOTE]
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