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Psionics Hits Unearthed Arcana
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<blockquote data-quote="Nifft" data-source="post: 7675439" data-attributes="member: 6562"><p>Hmm.</p><p></p><p>Some good stuff, but lots of bad stuff too.</p><p></p><p>- Concentration. It's an interesting and good idea that a Discipline can have a "free" benefit which only costs Concentration, but it seems very limiting to force all effects into the same pattern. For an example of where this pattern doesn't work well, consider Celerity, which has three different initiative benefits. That seems to be a "gotcha!" design choice -- "Did you remember to put on your anti-ambush hat before the ambush?"</p><p>--- Multi-classing: I feel like requiring Concentration to do nearly everything is a middle finger targeted at multi-class Psi/Spellcasters.</p><p>--- Durable Mind seems to be another symptom of this shoehorning. Since Concentration is a poor balance mechanism for melee characters, therefore they make Concentration not behave like Concentration.</p><p></p><p>- (Spell/Psi) Points. It's a fine idea to use the same progression as spellcasters, especially if it allows easier multi-classing, except they don't actually follow it. IIRC, a 1st-level spell points effect ought to cost 2 points. There are no 2-point effects in this document, but there are a whole bunch of 1-point effects. There was a reason why 1st level spells cost 2 points instead of 1 point, and this preview seems to have been written by someone ignorant of that reason.</p><p></p><p>- Mind Thrust. It's a Cantrip. It should behave like a Cantrip. It should scale up in damage over levels, and it should use a normal resolution mechanic (e.g. "target makes an Intelligence save").</p><p></p><p>- Specific effect oddities.</p><p>--- Blindsight seems to be generally better than Tremorsense, but you have to pay for Tremorsense.</p><p>--- Psionic Weapon scales in some ways with rarity of magical gear. If your DM is stingy, then it's excellent.</p><p>--- Intellect Fortress is only a passive defensive effect. Hopefully that's just an indication of premature release rather than a design choice, and there won't be any such passive-only Disciplines in the final version.</p><p></p><p>... searching for more specifics and I'm getting annoyed by the needless inclusion of the Far Realms. Bleah. Enforced flavor is bad.</p></blockquote><p></p>
[QUOTE="Nifft, post: 7675439, member: 6562"] Hmm. Some good stuff, but lots of bad stuff too. - Concentration. It's an interesting and good idea that a Discipline can have a "free" benefit which only costs Concentration, but it seems very limiting to force all effects into the same pattern. For an example of where this pattern doesn't work well, consider Celerity, which has three different initiative benefits. That seems to be a "gotcha!" design choice -- "Did you remember to put on your anti-ambush hat before the ambush?" --- Multi-classing: I feel like requiring Concentration to do nearly everything is a middle finger targeted at multi-class Psi/Spellcasters. --- Durable Mind seems to be another symptom of this shoehorning. Since Concentration is a poor balance mechanism for melee characters, therefore they make Concentration not behave like Concentration. - (Spell/Psi) Points. It's a fine idea to use the same progression as spellcasters, especially if it allows easier multi-classing, except they don't actually follow it. IIRC, a 1st-level spell points effect ought to cost 2 points. There are no 2-point effects in this document, but there are a whole bunch of 1-point effects. There was a reason why 1st level spells cost 2 points instead of 1 point, and this preview seems to have been written by someone ignorant of that reason. - Mind Thrust. It's a Cantrip. It should behave like a Cantrip. It should scale up in damage over levels, and it should use a normal resolution mechanic (e.g. "target makes an Intelligence save"). - Specific effect oddities. --- Blindsight seems to be generally better than Tremorsense, but you have to pay for Tremorsense. --- Psionic Weapon scales in some ways with rarity of magical gear. If your DM is stingy, then it's excellent. --- Intellect Fortress is only a passive defensive effect. Hopefully that's just an indication of premature release rather than a design choice, and there won't be any such passive-only Disciplines in the final version. ... searching for more specifics and I'm getting annoyed by the needless inclusion of the Far Realms. Bleah. Enforced flavor is bad. [/QUOTE]
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