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Unearthed Arcana Revisits Psionics
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<blockquote data-quote="Chaosmancer" data-source="post: 7965547" data-attributes="member: 6801228"><p>Wow, guess I really missed the boat to actually talk about yesterdays UA article. </p><p></p><p>I do want to say that I was underwhelmed by the Soul Knife, it felt really weak for me and it's most useless ability is the one it is named for which is just odd, but very early in this thread someone mentioned letting them roll the Psi Talent Die instead of their weapon die, and I kind of like that. Doesn't fix all the problems, but it at least is a place to start for one.</p><p></p><p>Give them an option to risk their psy die as the weapon damage, with the bonus action not boosting or diminishing, but always a level lower. This does let them hit for 1d12 and 1d10 at high levels, but that is perfectly fine for me. </p><p></p><p>I'm also tempted to let all these subclasses grow beyond their limit with their talent dice, instead of capping. Though maybe it automatically degrades when they next use it, just gives something for rolling a 1 when you are already at your normal max (not sure what to do for 1d12s that wouldn't get a little too borked)</p><p></p><p>I like the Psy Knight, though I am curious about using Telekinetic Movement in combat. Not sure how I would handle that yet. </p><p></p><p>Not a huge fan of the sorcerer, just doesn't get that much that is interesting before level 18, and even that ability could be a bit lackluster if they are on a low die.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7965547, member: 6801228"] Wow, guess I really missed the boat to actually talk about yesterdays UA article. I do want to say that I was underwhelmed by the Soul Knife, it felt really weak for me and it's most useless ability is the one it is named for which is just odd, but very early in this thread someone mentioned letting them roll the Psi Talent Die instead of their weapon die, and I kind of like that. Doesn't fix all the problems, but it at least is a place to start for one. Give them an option to risk their psy die as the weapon damage, with the bonus action not boosting or diminishing, but always a level lower. This does let them hit for 1d12 and 1d10 at high levels, but that is perfectly fine for me. I'm also tempted to let all these subclasses grow beyond their limit with their talent dice, instead of capping. Though maybe it automatically degrades when they next use it, just gives something for rolling a 1 when you are already at your normal max (not sure what to do for 1d12s that wouldn't get a little too borked) I like the Psy Knight, though I am curious about using Telekinetic Movement in combat. Not sure how I would handle that yet. Not a huge fan of the sorcerer, just doesn't get that much that is interesting before level 18, and even that ability could be a bit lackluster if they are on a low die. [/QUOTE]
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