Unearthed Arcana Unearthed Arcana: Psionics and Mystics Take Two

February's Unearthed Arcana article from WotC's Mike Mearls has been posted. This time around, the topic is psionics again "This month, Unearthed Arcana returns to the mystic character class and the rules for psionics. Based on the playtest feedback you sent us, there are a number of changes you can expect." The article expands the Mystic class to 10th level, and adds a variety of new options.

Find the article right here.
 

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At this stage, the fluff doesn't concern me one bit.

As for the crunch, however, I really really hope they can resist the playtesters that call for more balance or less persnickety features.

Please let a Psion be something else than just a mildly refluffed caster with DMG spell points...
 

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Dammit! Is it really that much trouble to drop in a reference to Dal Quor here?

[note: I'm not mad, just incredibly frustrated. :erm: ]
The whole fluff part is lacking, if you ask me. But I do like the approach of the system. We have the telepath/healer type of psionic and a psionic warrior with lots of possibilities to add. I like it.

What I miss is the psionics skill. It is not included in arcana.
 

Unless they add in a psionics skill, I'd probably just expand arcana to include it, that may even be what WotC do instead of adding a new skill. It's probably the closest skill currently available to use when dealing with psionics.

Well, it is fairly easy to add such a skill to your campaign without having official ruling. But as they stated psionics <> magic, they could have added it themselves. Might just be not that interesting for draft rules.
 

Is no one else bothered by Psionic Investigation ? I thought they would change it from the first playtest, but it remained the same...

It basically ruins any kind of investigation scenario since pretty much anything is an "object". All you have to do is touch something on the crime scene and tada, you just unraveled the whole plot. :/
 

It's nice to see follow up on this.

Now, to compare with what it once was:

The old Knee-Jerk

And then to get into the details.

Saving throws are a bit cleaned up.

Psionic Talents
Yeah Cantrips! Finally auto-scaling damage options and minor effects on tap. They tend to have wonky action rules though. They also need at least three more; Pyrokinesis attack (fire damage) "throw a crystal at it" attack (Bludgeoning/slashing/piercing damage), and Cutting Resonance needs to be reworked into one of these as well, for the weapon users. Then give each order their preferred attack talent for free, cause you know there are going to be shapers and fireminds eventually.

Psionic Focus
It's like a lesser form of Concentration that doesn't break on damage. I don't know if I like it over the old way. Seems a bit OP at first glance.

Mystical Recovery
Apparently, rejecting reality and replacing it with your own now includes a healthy dose of "nuh-uh you didn't hit me!" It is a bit odd to see such a potent form of healing being activated in such an incidental fashion. On the pacing side, it won't make the adventuring day much longer. But I do dislike combat healing in general.

Strength of Mind
Much better now. More balanced, easier to parse, comes in later.

Consumptive Power
It's a bit math heavy, and it scales in cost without scaling in payout for some reason. If it's only limited to once-per day use, why have such a steep cost on it? In fact, why not make it consume HD instead?

Order of the Awakened
Way better now than they used to be.

Mind Mastery
Yeah Cantrips!

Awakened Expertise
Rogue-Lite on the skills, not to bad.

Psychic Surge
Interesting use for the new mechanic.

Potent Psionics
Better damage scaling, and presumably something to set them apart from future orders.

Order of the Immortal
Nerfed, but damn they needed it. HOWEVER, they still don't have enough non-combat stuff. Some kind of survival bonuses would be keen and fluffy.

Martial Order
Now with heavy armor, nice.

Durable Mind
Is gone. replaced by the new focus mechanic (which I have doubts about for the same reasons) and heavy armor.

Psionic Resilience
Replaces Psionic Regeneration. The Immortal is no longer truly immortal, hooray~. Instead they get a weak form of damage reduction. Actually it seems a bit too weak. It could stand to be (1/2 Level + int mod)

Surge of Health
Seems weaker than the other orders equivalent. But that's mostly the nature of attacking VS defending.

Cutting Resonance
I know this is a counterpart to the other orders ability. But I feel this should be a talent instead. Weapon damage naturally scales. I also get the feeling that a defensive ability would be more in line with the fluff.

Psionic Disciplines

Adaptive Body
Situational bonuses done right.

Body of Wind
It's beginning to look like Immortals get all their non-combat utility via powers.

Celerity
Got nerfed, in a few key ways. 5 points for a single extra attack isn't all that hot unless you are planning on combining it with lethal strike.

Conquering Mind
No longer better than friends at level 1.
But they added an even more powerful save or die option at the high end to make up for it.

Intellect Fortress
It's good now, despite the nerf and meh focus effect.

Iron Durability
Got a noticeable buff.

Mind Over Emotion
It's Conquering Mind's big brother. Using HP over saving throws is a bit of a flag on this power to be sure.

Mind Vault
Seems really over priced for the effects it grants.

Psionic Restoration
Does everything other than remove disease and shout arms back on. The focused ability is a bit cumbersome to use, as you can't focus then save someone from bleeding out in the same turn.

Psionic Weapon
Nerfed in a few minor areas. Still slaps bounded accuracy in the face, and has potential for mad burst DPR though.

Third Eye
Still sucks. for all the same reasons even.
 
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I hate the "half hi points" healing mechanic. 5e is supposed to use simple math but this requires first thinking about what half your hit point total is and then thinking about how much you can heal under that number. It's not complex math, but it is an extra step beyond simple addition and subtraction.
 

Initial reaction: They mentioned the Far Realms in the main flavor text (not an optional side bar). This is a fail. Yes, I can ignore/change the flavor text, but I still disagree with its inclusion to begin with. Second fail: "psionics and magic are different". Hated it in 3E. The first UA Mystic skated a thin line, for me, and was passable as "different". If psionics no longer means what it has for the previous 40ish years, then it might be OK, but I'll have to stew on that.

Now, I'll go read and ponder the actual mechanics.
 

I guess I'm one of the vocal few who thinks the Far Realm narrative is really unfit for psionics as a monolithic narrative choice.

I honestly am having trouble getting past it. Like, "Do you want to play a character whose mind has been awakened by the reality-warping powers of the Far Realm?" just seems like I shouldn't be using the class if I'm not really interested in a Far Realm focused game, which is a weakness that, say, Wizards and Rogues and Clerics and Fighters and Paladins don't have. It doesn't gel well with the pseudo-new-agey / 60's counterculture / "The Men Who Stare at Goats" vibes that psionics gives off in general, either. Narratives of psychic power in fiction come from human potential - "new" powers arising, evolution (like dark sun), breeding/genetics, monastic enlightment, "secret government programs," etc., etc.

Clearly, folks are cool with this, but my interest for the class pretty much bottoms out at any mention of the Far Realm. I don't want my dude who can read minds and enhance his own metabolism to have to be linked to some distant tentacled threat from beyond the stars. I'm cool with my Old One Warlocks doing it, but as a whole class, that's a pretty narrow narrative.
Eh, gotta say I disagree here. (And not out of any sympathy for the Far Realm. Seriously, if WotC was the cast of Mean Girls, the Far Realm would be fetch. "Stop trying to make Far Realm happen, Mearls! It's not gonna happen!")

I just don't see the reason the mystic is forced to focus on the origin of his powers anymore than the cleric or wizard or bard is. Clerics don't have to have adventures tied to their god at all, and certainly don't have to travel to Celestia or Ysgard or wherever to meet them. Wizards don't have to be members of an arcane society, or go back and talk to their mentors. Bards don't have to interact with a bard college. As far as the campaign setting goes, mystics might just be spontaneously using a new mutant power, and no one (except some insane people rambling away in a madhouse) knows about the Far Realm at all.

After all, when you've got a beholder crime lord to stop, the fact that this new power Bob uses might presage the invasion of an unknowable evil centuries in the future might not be the highest priority.

I'm not saying that I think the Far Realm is a great idea, but I'm glad they're embedding psionics in the cosmology somewhere. And I'm sure glad they aren't mentioning the "Weave".
 

I'm not sure I agree with those who say that it's "not something to be concerned about at this point." WotC is soliciting feedback on the class, and that's part of the feedback - the class's default narrative is seriously souring me on it. For me, this is MUCH more vital than psionic cantrip mechanics.

I get what you're saying, but, like you say, changing things out isn't too much of a stretch. I mean the Immortal could be reskinned easily into a sort of Matrix style dude chopping things down. Less Far Realms and more "one with the universe" sort of thing. I'm thinking this is a pretty easy shift since I didn't see any direct ties to anything Far Realms in the actual powers and whatnot. But, I only skimmed the article, so I might have missed stuff.

TwoSix said:
Eh, gotta say I disagree here. (And not out of any sympathy for the Far Realm. Seriously, if WotC was the cast of Mean Girls, the Far Realm would be fetch. "Stop trying to make Far Realm happen, Mearls! It's not gonna happen!")

I just don't see the reason the mystic is forced to focus on the origin of his powers anymore than the cleric or wizard or bard is. Clerics don't have to have adventures tied to their god at all, and certainly don't have to travel to Celestia or Ysgard or wherever to meet them. Wizards don't have to be members of an arcane society, or go back and talk to their mentors. Bards don't have to interact with a bard college. As far as the campaign setting goes, mystics might just be spontaneously using a new mutant power, and no one (except some insane people rambling away in a madhouse) knows about the Far Realm at all.

After all, when you've got a beholder crime lord to stop, the fact that this new power Bob uses might presage the invasion of an unknowable evil centuries in the future might not be the highest priority.

I'm not saying that I think the Far Realm is a great idea, but I'm glad they're embedding psionics in the cosmology somewhere. And I'm sure glad they aren't mentioning the "Weave".
I think that might be tied to the weakness for me. Like, I've got no problems with a Great Old One Warlock - it's madness and tentacles and all-knowing eldritch beings and secret cabals all the way down. Its mechanics support that Far Realms narrative.

This is like they designed the class, and then figured Far Realms Were Hip With Kids These Days, and so grafted the narrative onto it.

So you've got a class that doesn't NEED to be about the creatures beyond the stars, mechanically, but that IS about them, narratively.

If there was a tentacled-horror-and-madness subclass of a psionic class with a much broader narrative, I don't think I'd be objecting as much. But the fact that my Dark Sun psychic gladiator has to be linked to eldritch creatures from beyond the stars instead of just being born with a talent in the Way (or whatever) is kind of cramming a revisionist story where the existing story is plenty good enough.

Heck, these subclasses even seem to exhibit the "Fighter Problem" of being more about mechanics than about the place in the world of these characters. "I want to perfect the body/mind" isn't the meatiest of story material.

It'd be interesting to see who actively LIKES the narrative and who just doesn't care / would change the narrative. I'm hearing a lot of the second group, not much of the first, which might just be a function of the folks I'm talking to, or it might point to a missed opportunity with defaulting to the Far Realm description. But I'm sure WotC has better data on that than I could gather.
 
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At this point, if all that really matters for some players is the main flavor text talks about the Far Realm being the catalyst for psionics in some settings but not all... then I don't really see WotC really getting too hung up on it. If some players really have to have the hashtag #notallsettings made explicit in the favor text otherwise they'll refuse to play it (because they're already so bent out of shape about its inclusion that just ignoring the fluff isn't an option)... WotC will probably just roll their eyes and change it to "most" settings rather than "all". It's not a hill they're probably going to die on when it's such a little and inconsequential thing.
 

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