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*Dungeons & Dragons
Unearthed Arcana: Psionics and Mystics Take Two
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<blockquote data-quote="Leatherhead" data-source="post: 7693525" data-attributes="member: 53176"><p>It's nice to see follow up on this.</p><p></p><p>Now, to compare with what it once was:</p><p></p><p><a href="http://www.enworld.org/forum/showthread.php?464925-Psionics-Hits-Unearthed-Arcana/page3&p=6659241&viewfull=1#post6659241" target="_blank"> The old Knee-Jerk </a></p><p></p><p>And then to get into the details. </p><p></p><p>Saving throws are a bit cleaned up.</p><p></p><p><strong>Psionic Talents</strong></p><p>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.</p><p></p><p><strong>Psionic Focus</strong></p><p>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.</p><p></p><p><strong>Mystical Recovery</strong></p><p>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.</p><p></p><p><strong>Strength of Mind</strong></p><p>Much better now. More balanced, easier to parse, comes in later.</p><p></p><p><strong>Consumptive Power</strong></p><p>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? </p><p></p><p><strong><u>Order of the Awakened</u></strong></p><p>Way better now than they used to be.</p><p></p><p><strong>Mind Mastery</strong></p><p>Yeah Cantrips!</p><p></p><p><strong>Awakened Expertise</strong></p><p>Rogue-Lite on the skills, not to bad.</p><p></p><p><strong>Psychic Surge</strong></p><p>Interesting use for the new mechanic.</p><p></p><p><strong>Potent Psionics</strong></p><p>Better damage scaling, and presumably something to set them apart from future orders.</p><p></p><p><strong><u>Order of the Immortal</u></strong></p><p>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.</p><p></p><p><strong>Martial Order</strong></p><p>Now with heavy armor, nice. </p><p></p><p><em>Durable Mind</em></p><p>Is gone. replaced by the new focus mechanic (which I have doubts about for the same reasons) and heavy armor.</p><p></p><p><strong>Psionic Resilience</strong></p><p>Replaces <em>Psionic Regeneration</em>. 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)</p><p></p><p><strong>Surge of Health</strong></p><p>Seems weaker than the other orders equivalent. But that's mostly the nature of attacking VS defending.</p><p></p><p><strong>Cutting Resonance</strong></p><p>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. </p><p></p><p><strong><u>Psionic Disciplines</u></strong></p><p></p><p><strong>Adaptive Body</strong></p><p>Situational bonuses done right.</p><p></p><p><strong>Body of Wind</strong></p><p>It's beginning to look like Immortals get all their non-combat utility via powers.</p><p></p><p><strong>Celerity</strong></p><p>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 <em>lethal strike</em>.</p><p></p><p><strong>Conquering Mind</strong></p><p>No longer better than friends at level 1.</p><p>But they added an even more powerful save or die option at the high end to make up for it.</p><p></p><p><strong>Intellect Fortress</strong></p><p>It's good now, despite the nerf and meh focus effect.</p><p></p><p><strong>Iron Durability</strong></p><p>Got a noticeable buff.</p><p></p><p><strong>Mind Over Emotion</strong></p><p>It's <em>Conquering Mind</em>'s big brother. Using HP over saving throws is a bit of a flag on this power to be sure.</p><p></p><p><strong>Mind Vault</strong></p><p>Seems really over priced for the effects it grants.</p><p></p><p><strong>Psionic Restoration</strong></p><p>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.</p><p></p><p><strong>Psionic Weapon</strong></p><p>Nerfed in a few minor areas. Still slaps bounded accuracy in the face, and has potential for mad burst DPR though.</p><p></p><p><strong>Third Eye</strong></p><p>Still sucks. for all the same reasons even.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 7693525, member: 53176"] It's nice to see follow up on this. Now, to compare with what it once was: [URL="http://www.enworld.org/forum/showthread.php?464925-Psionics-Hits-Unearthed-Arcana/page3&p=6659241&viewfull=1#post6659241"] The old Knee-Jerk [/URL] And then to get into the details. Saving throws are a bit cleaned up. [B]Psionic Talents[/B] 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. [B]Psionic Focus[/B] 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. [B]Mystical Recovery[/B] 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. [B]Strength of Mind[/B] Much better now. More balanced, easier to parse, comes in later. [B]Consumptive Power[/B] 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? [B][U]Order of the Awakened[/U][/B] Way better now than they used to be. [B]Mind Mastery[/B] Yeah Cantrips! [B]Awakened Expertise[/B] Rogue-Lite on the skills, not to bad. [B]Psychic Surge[/B] Interesting use for the new mechanic. [B]Potent Psionics[/B] Better damage scaling, and presumably something to set them apart from future orders. [B][U]Order of the Immortal[/U][/B] 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. [B]Martial Order[/B] Now with heavy armor, nice. [I]Durable Mind[/I] Is gone. replaced by the new focus mechanic (which I have doubts about for the same reasons) and heavy armor. [B]Psionic Resilience[/B] Replaces [I]Psionic Regeneration[/I]. 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) [B]Surge of Health[/B] Seems weaker than the other orders equivalent. But that's mostly the nature of attacking VS defending. [B]Cutting Resonance[/B] 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. [B][U]Psionic Disciplines[/U][/B] [B]Adaptive Body[/B] Situational bonuses done right. [B]Body of Wind[/B] It's beginning to look like Immortals get all their non-combat utility via powers. [B]Celerity[/B] 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 [I]lethal strike[/I]. [B]Conquering Mind[/B] 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. [B]Intellect Fortress[/B] It's good now, despite the nerf and meh focus effect. [B]Iron Durability[/B] Got a noticeable buff. [B]Mind Over Emotion[/B] It's [I]Conquering Mind[/I]'s big brother. Using HP over saving throws is a bit of a flag on this power to be sure. [B]Mind Vault[/B] Seems really over priced for the effects it grants. [B]Psionic Restoration[/B] 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. [B]Psionic Weapon[/B] Nerfed in a few minor areas. Still slaps bounded accuracy in the face, and has potential for mad burst DPR though. [B]Third Eye[/B] Still sucks. for all the same reasons even. [/QUOTE]
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