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What’s The Big Deal About Psionics?
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<blockquote data-quote="Yaarel" data-source="post: 8570628" data-attributes="member: 58172"><p>D&D is such a complex game, it must be as simple as possible wherever possible.</p><p></p><p></p><p>...</p><p></p><p>So, I am thinking about superheroes. </p><p></p><p>The main difference is superhero powers tend to be always-on, while spell slots are like ammunition that get used up. Superman can fly whenever he wants, his body is always steel hard, he shoots lasers out of his eyes at-will, his cold breath is probably at-will too, superhearing always on, etcetera. How to represent such things?</p><p></p><p>Cantrips do heavy lifting. Laser eyes are a cantrip. Cold breath might be a cantrip, possibly augmenting with slots.</p><p></p><p>Flight is awkward in 5e. It is a slot 3 spell, and deserves to be because it is powerful, to engage, escape, "kite", obviate barriers, etcetera. But. Designers have made flight available at level 1 via races, and I dont hear char-op championing it or DMs complaining (too much). It seems designers want to normalize flight at level 1. With this consideration in mind, maybe:</p><p></p><p>Flight is a cantrip that allows a walking speed in any direction. Either the speeds improve at levels 5, 11, and 17, automatically as many cantrip effects do, or use spell slots for bursts of speed.</p><p></p><p>Body armor is like a Mage Armor that is "always on". Mage Armor could be a cantrip. It could improve while leveling, or augment with spell slots to spike AC.</p><p></p><p></p><p></p><p></p><p>A new mechanic?</p><p></p><p>Possibly, there can be a new mechanic called "always-on". It means that the spell can occupy a spell slot. The effect is always on while occupying that slot. If occupied, the slot cannot be used for an other spell. Freeing the slot up to use it for an other spell, ends the always-on effect.</p><p></p><p>Consider X-Men Wolverine and his regeneration ability. To dedicate a spell slot for always-on Regeneration spell can represent this superpower.</p><p></p><p>Depending on the spell concept, some spells have the always-on tag. Where a spell mentions the "at higher levels" tag, the spell can instead have an "always-on" tag, that lists the benefits for each slot level that it can occupy.</p><p></p><p></p><p></p><p>The always-on mechanic helps keep the character concept more focused, because occupying a spell slot keeps the flavor of the effect in play indefinitely, and prevents the slot from being used for other flavors.</p><p></p><p>At the same time, the always-on spell is voluntary. If the player wants, one can end the always-on effect by unoccupying the slot to spend it on a Players Handbook spell.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 8570628, member: 58172"] D&D is such a complex game, it must be as simple as possible wherever possible. ... So, I am thinking about superheroes. The main difference is superhero powers tend to be always-on, while spell slots are like ammunition that get used up. Superman can fly whenever he wants, his body is always steel hard, he shoots lasers out of his eyes at-will, his cold breath is probably at-will too, superhearing always on, etcetera. How to represent such things? Cantrips do heavy lifting. Laser eyes are a cantrip. Cold breath might be a cantrip, possibly augmenting with slots. Flight is awkward in 5e. It is a slot 3 spell, and deserves to be because it is powerful, to engage, escape, "kite", obviate barriers, etcetera. But. Designers have made flight available at level 1 via races, and I dont hear char-op championing it or DMs complaining (too much). It seems designers want to normalize flight at level 1. With this consideration in mind, maybe: Flight is a cantrip that allows a walking speed in any direction. Either the speeds improve at levels 5, 11, and 17, automatically as many cantrip effects do, or use spell slots for bursts of speed. Body armor is like a Mage Armor that is "always on". Mage Armor could be a cantrip. It could improve while leveling, or augment with spell slots to spike AC. A new mechanic? Possibly, there can be a new mechanic called "always-on". It means that the spell can occupy a spell slot. The effect is always on while occupying that slot. If occupied, the slot cannot be used for an other spell. Freeing the slot up to use it for an other spell, ends the always-on effect. Consider X-Men Wolverine and his regeneration ability. To dedicate a spell slot for always-on Regeneration spell can represent this superpower. Depending on the spell concept, some spells have the always-on tag. Where a spell mentions the "at higher levels" tag, the spell can instead have an "always-on" tag, that lists the benefits for each slot level that it can occupy. The always-on mechanic helps keep the character concept more focused, because occupying a spell slot keeps the flavor of the effect in play indefinitely, and prevents the slot from being used for other flavors. At the same time, the always-on spell is voluntary. If the player wants, one can end the always-on effect by unoccupying the slot to spend it on a Players Handbook spell. [/QUOTE]
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What’s The Big Deal About Psionics?
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