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Unearthed Arcana Revisits Psionics
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<blockquote data-quote="Ruin Explorer" data-source="post: 7965643" data-attributes="member: 18"><p>None of these are killer abilities for a Rogue, though - I mean the Stun is great, sure, but that's level 17 and most campaigns finish at 8-15, if not earlier so kind of irrelevant.</p><p></p><p>Rogues strongly tend to have Advantage so further accuracy bonuses rarely benefit them a great deal - when they don't have Advantage, what they need is Advantage, not hitting but with no Advantage! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I like the style of the subclass, and I like a lot of the abilities they've given them, but it's a bit "eh".</p><p></p><p>Also the math on the all the "your die goes down a type" stuff means that those abilities are kind of tricky to use well, because when you get down to the 1d6 and 1d4 dice, your odds of rolling max are very high, so if have 1d8 or 1d10 dice, you're really going to be wanting to avoid dropping down.</p><p></p><p>If you're on a climactic battle, and you still have your reset, then it makes sense to burn down like that, but not really otherwise. It's just way too risky.</p><p></p><p>The other big issue is if you're in a campaign that uses magic items, which I hope we can agree is the vast majority of campaigns, a 1d6 damage weapon is a bit sad when you could have say, a Flaming Shortsword +1 dealing 1d6+2d6+1 or whatever and with a +1 to hit to boot.</p><p></p><p>I hope that what they're doing here is coming in low so they can pull it up to a more sensible level, but right now, this is kind of weak. Psychic damage doesn't offer any advantage that I can see - it's not something you can leverage or that significant numbers of targets are Vulnerable to (it's magic so you can hit magical things but again magic weapons allow that).</p><p></p><p>It's also really weird that you'd expect a class like this to have strong utility, but they have nothing. An Arcane Trickster has a ton of utility, but the Soulknife has virtually none (just the weird telepathy mechanic that potentially drops you die type even though you only wanted to talk to one dude). They could do with Mage Hand or something at least.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 7965643, member: 18"] None of these are killer abilities for a Rogue, though - I mean the Stun is great, sure, but that's level 17 and most campaigns finish at 8-15, if not earlier so kind of irrelevant. Rogues strongly tend to have Advantage so further accuracy bonuses rarely benefit them a great deal - when they don't have Advantage, what they need is Advantage, not hitting but with no Advantage! :) I like the style of the subclass, and I like a lot of the abilities they've given them, but it's a bit "eh". Also the math on the all the "your die goes down a type" stuff means that those abilities are kind of tricky to use well, because when you get down to the 1d6 and 1d4 dice, your odds of rolling max are very high, so if have 1d8 or 1d10 dice, you're really going to be wanting to avoid dropping down. If you're on a climactic battle, and you still have your reset, then it makes sense to burn down like that, but not really otherwise. It's just way too risky. The other big issue is if you're in a campaign that uses magic items, which I hope we can agree is the vast majority of campaigns, a 1d6 damage weapon is a bit sad when you could have say, a Flaming Shortsword +1 dealing 1d6+2d6+1 or whatever and with a +1 to hit to boot. I hope that what they're doing here is coming in low so they can pull it up to a more sensible level, but right now, this is kind of weak. Psychic damage doesn't offer any advantage that I can see - it's not something you can leverage or that significant numbers of targets are Vulnerable to (it's magic so you can hit magical things but again magic weapons allow that). It's also really weird that you'd expect a class like this to have strong utility, but they have nothing. An Arcane Trickster has a ton of utility, but the Soulknife has virtually none (just the weird telepathy mechanic that potentially drops you die type even though you only wanted to talk to one dude). They could do with Mage Hand or something at least. [/QUOTE]
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