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Community
General Tabletop Discussion
*Dungeons & Dragons
UA: What is a Mystic? (ability flavor discussion)
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<blockquote data-quote="SailorNash" data-source="post: 6816238" data-attributes="member: 6788401"><p>Here's a question I'm curious about:</p><p></p><p>Much of the Mystic discussion both now and before has been regarding flavor...pseudoscience, Far Realms, even the name itself. The other complaints largely have been around a handful of abilities (usually regarding speed or weapon buffs, often when multiclassing) or complaints that this is just another casting system.</p><p></p><p>I'm a little curious what everyone's personal preference for a Mystic would be, regarding the flavor of his individual powerset (as opposed to the power origin/backstory)? </p><p></p><p>For me, I'm okay with names like "telekenesis" or "telepathy", so long as they're still natural-language enough...some would likely need to be refluffled to something simpler. But I think the bad pseudoscience flavor for me instead has to do with the abilities themselves.</p><p></p><p>Balance issues aside, I kind of like someone being able to detect people through walls, or having Samurai-like focus on his blade to strike with extreme precision. Enduring the elements and not having to eat or sleep "feel" like classic mind-over-matter to me. </p><p></p><p>But becoming the ghostbros from the Matrix is molecular alteration...very sciencey, and not very mental. Being able to heal yourself seems fine, but "thinking wounds closed" is similar to previous Warlord arguments. I was surprised in general to see that many of these buffs were usable on others, and not self-only as the fiction would suggest.</p><p></p><p>Also, I feel that reality-warping should be the realm of the Wizard and not the Mystic...that's probably where some of the complaints that "it's just an alternate casting system" are coming from. Mystics do need something beyond just Psychic damage, for things that are resistant to that and Charms, but the further down the road they go with things like pyrokenesis the closer they come to a fire Sorcerer, or a Wizard shooting crystals instead of magic missiles. </p><p></p><p>Just wondering what everyone else thought, in terms of flavor rather than the newest numbers. Do you want abilities to desolidify or insert weapons into your body, or would you prefer things be limited to Jedi-like personal stunts and Purple Man mind control? How closely should they try to emulate Psions of years past, and which powers are most important to carry over for longtime fans, versus how many changes should be made along with the new moniker of "Mystic"? Where exactly should the line be drawn?</p></blockquote><p></p>
[QUOTE="SailorNash, post: 6816238, member: 6788401"] Here's a question I'm curious about: Much of the Mystic discussion both now and before has been regarding flavor...pseudoscience, Far Realms, even the name itself. The other complaints largely have been around a handful of abilities (usually regarding speed or weapon buffs, often when multiclassing) or complaints that this is just another casting system. I'm a little curious what everyone's personal preference for a Mystic would be, regarding the flavor of his individual powerset (as opposed to the power origin/backstory)? For me, I'm okay with names like "telekenesis" or "telepathy", so long as they're still natural-language enough...some would likely need to be refluffled to something simpler. But I think the bad pseudoscience flavor for me instead has to do with the abilities themselves. Balance issues aside, I kind of like someone being able to detect people through walls, or having Samurai-like focus on his blade to strike with extreme precision. Enduring the elements and not having to eat or sleep "feel" like classic mind-over-matter to me. But becoming the ghostbros from the Matrix is molecular alteration...very sciencey, and not very mental. Being able to heal yourself seems fine, but "thinking wounds closed" is similar to previous Warlord arguments. I was surprised in general to see that many of these buffs were usable on others, and not self-only as the fiction would suggest. Also, I feel that reality-warping should be the realm of the Wizard and not the Mystic...that's probably where some of the complaints that "it's just an alternate casting system" are coming from. Mystics do need something beyond just Psychic damage, for things that are resistant to that and Charms, but the further down the road they go with things like pyrokenesis the closer they come to a fire Sorcerer, or a Wizard shooting crystals instead of magic missiles. Just wondering what everyone else thought, in terms of flavor rather than the newest numbers. Do you want abilities to desolidify or insert weapons into your body, or would you prefer things be limited to Jedi-like personal stunts and Purple Man mind control? How closely should they try to emulate Psions of years past, and which powers are most important to carry over for longtime fans, versus how many changes should be made along with the new moniker of "Mystic"? Where exactly should the line be drawn? [/QUOTE]
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