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*Dungeons & Dragons
Unearthed Arcana: Psionics and Mystics Take Two
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<blockquote data-quote="procproc" data-source="post: 7693790" data-attributes="member: 6791328"><p>Yeah, Warlock is weird because the casting changes fundamentally at lvl 11-20. It's difficult to know how this changes when we have a full 20 level progression, possibly with additional disciplines, so I'm basing this on the "capstone" abilities being the 7 point usage for each of these disciplines. If the plan is for Immortal to get full access to 9th level spell-equivalents, then it may be a problem -- though it might not, as that still puts it on par with a Warlock. </p><p></p><p>Right now, I think Valor Bard and Bladelock are the closest bases for comparison out of the core book for what the Immortal seems to be trying to achieve, but it doesn't seem like the balance is quite right. The Lore bard gets access to additional spells as its subclass ability. Maybe the base number of disciplines known should be lower, and the Awakened could receive some additional bonus disciplines to give it broader access to powers? That seems fitting.</p><p></p><p>Incidentally, my own experience with a fiend pact bladelock is that at 6th level, I'm serving as the party's main tank and throwing more fireballs per day than the wizard, on account of recovering per short rest. I don't know that Immortal having a larger allotment of points per long rest really means that's it's more of a sorcerer than a warlock, but again, it's hard to say with only 10 levels to work with.</p><p></p><p></p><p></p><p>Yeah, I think just substituting Extra Attack for Cunning Resonance would be fine. It's probably not too much to get both -- as I mentioned, the Paladin gets that -- but it seems like the Mystic will have more overall flexibility (and caster power) than the Paladin, so I'd prefer to err on the side of not-power-creep. Part of the reason for suggesting the "only when focused on an Immortal discipline" was because there really isn't much mechanical impact of which subtype the discipline is, and I'd prefer there were a bit more "zing" to the discipline subtypes. </p><p></p><p>I wonder if it makes sense to scale Lethal Strike to +1d10/2PP spent. The scaling of spell levels into PP makes the math end up a little weird; at +d10/PP, you effectively get +2d10 for a 1st level spell slot, which makes you much better than the Paladin at the smiting game, which seems like a problem. At +d10/2PP, you're only slightly better than the Paladin smite, but you run into the awkward situation of not being able to use a 2nd level spell equivalent to smite with. I think I'd be okay with capping it at +5d10, but upping the cost on the attacks.</p><p></p><p>And since other people have mentioned Consumptive Power being weird and badly balanced, I'd love it if it simply moved to working like the Land Druid's recovery ability: on a short rest, you regain PP equal to your Psi Limit. Change the name to something like "Meditative Recovery" and done.</p></blockquote><p></p>
[QUOTE="procproc, post: 7693790, member: 6791328"] Yeah, Warlock is weird because the casting changes fundamentally at lvl 11-20. It's difficult to know how this changes when we have a full 20 level progression, possibly with additional disciplines, so I'm basing this on the "capstone" abilities being the 7 point usage for each of these disciplines. If the plan is for Immortal to get full access to 9th level spell-equivalents, then it may be a problem -- though it might not, as that still puts it on par with a Warlock. Right now, I think Valor Bard and Bladelock are the closest bases for comparison out of the core book for what the Immortal seems to be trying to achieve, but it doesn't seem like the balance is quite right. The Lore bard gets access to additional spells as its subclass ability. Maybe the base number of disciplines known should be lower, and the Awakened could receive some additional bonus disciplines to give it broader access to powers? That seems fitting. Incidentally, my own experience with a fiend pact bladelock is that at 6th level, I'm serving as the party's main tank and throwing more fireballs per day than the wizard, on account of recovering per short rest. I don't know that Immortal having a larger allotment of points per long rest really means that's it's more of a sorcerer than a warlock, but again, it's hard to say with only 10 levels to work with. Yeah, I think just substituting Extra Attack for Cunning Resonance would be fine. It's probably not too much to get both -- as I mentioned, the Paladin gets that -- but it seems like the Mystic will have more overall flexibility (and caster power) than the Paladin, so I'd prefer to err on the side of not-power-creep. Part of the reason for suggesting the "only when focused on an Immortal discipline" was because there really isn't much mechanical impact of which subtype the discipline is, and I'd prefer there were a bit more "zing" to the discipline subtypes. I wonder if it makes sense to scale Lethal Strike to +1d10/2PP spent. The scaling of spell levels into PP makes the math end up a little weird; at +d10/PP, you effectively get +2d10 for a 1st level spell slot, which makes you much better than the Paladin at the smiting game, which seems like a problem. At +d10/2PP, you're only slightly better than the Paladin smite, but you run into the awkward situation of not being able to use a 2nd level spell equivalent to smite with. I think I'd be okay with capping it at +5d10, but upping the cost on the attacks. And since other people have mentioned Consumptive Power being weird and badly balanced, I'd love it if it simply moved to working like the Land Druid's recovery ability: on a short rest, you regain PP equal to your Psi Limit. Change the name to something like "Meditative Recovery" and done. [/QUOTE]
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