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What's on your psionics wishlist for 5E?
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<blockquote data-quote="Jefe Bergenstein" data-source="post: 6481605" data-attributes="member: 31506"><p>No, it really isnt, as you yourself admit you aren't familiar with the setting. With arcane (wizard) magic, you have to choose to be a preserver or defiler, and there are quite specific mechanics on the way preservers cast vs. defilers. Defilers are quick and obvious, and in a setting where magic is illegal and reviled, that will get you killed quickly. Preservers take longer to cast, but at least aren't obvious, and are less likely to be lynched. But hey, that's the tradeoff for being an overpowered wizard, who gets the repick their game breaking abilities after a nap.</p><p></p><p>The psion is locked into their choices and generally uses them less frequently due to how slow PSP's scale with level compared to spell slots. But that's the safer option, they cant be shut down as easily as magic, are hard to detect etc. There's also how psionic attack and defense modes work/interact, establishing tangets to initiate mental effects and many other areas where its not just "spells with psudiscientific names". So not only was the fluff different, the mechanics were distinct enough to warrant actual page count (vs a lame refluff of an existing class). If you could do everything as a psion that you could as a wizard, no one would play a wizard, and you'd lose out on a significant aspect of the campaign. </p><p></p><p>We get it, you don't value the role of psionics in D&D. Refluffing the sorcerer/wizard and magical initiate feat takes no effort and satisfies you. So yay, you got your version already. But it doesnt for psionic/Dark Sun fans. 4E suffered from making every class essentially use the same mechanics, limiting the distinct feel of each class. Lets avoid that with 5E. There are ways to diversify the classes and inject unique mechanics without giving in entirely to the god awful spreadsheet math of 3rd edition. </p><p></p><p>My ideal psion would essentially work like Mage the Ascension, with "levels" of clairsentience, telekinesis, body manipulation etc. Lists of suggested effects/pre-requisites and a more free form approach to adjudicating using their powers vs the rote and concrete approach of "this one spell does this one thing". The character is strongly locked in their themes, as opposed to the standard vancian caster random grab bag of whatever they decide to memorize that day. The character should essentially play like a street level superhero, with short rest recharge PSP's powering the bigger effects and power applications. This preserves the Dark Sun campaign, and makes it worth publishing in the first place. We can refluff on our own without paying for a pointless splat. If they're going to publish anything, it may as well be unique and interesting to justify its existence.</p></blockquote><p></p>
[QUOTE="Jefe Bergenstein, post: 6481605, member: 31506"] No, it really isnt, as you yourself admit you aren't familiar with the setting. With arcane (wizard) magic, you have to choose to be a preserver or defiler, and there are quite specific mechanics on the way preservers cast vs. defilers. Defilers are quick and obvious, and in a setting where magic is illegal and reviled, that will get you killed quickly. Preservers take longer to cast, but at least aren't obvious, and are less likely to be lynched. But hey, that's the tradeoff for being an overpowered wizard, who gets the repick their game breaking abilities after a nap. The psion is locked into their choices and generally uses them less frequently due to how slow PSP's scale with level compared to spell slots. But that's the safer option, they cant be shut down as easily as magic, are hard to detect etc. There's also how psionic attack and defense modes work/interact, establishing tangets to initiate mental effects and many other areas where its not just "spells with psudiscientific names". So not only was the fluff different, the mechanics were distinct enough to warrant actual page count (vs a lame refluff of an existing class). If you could do everything as a psion that you could as a wizard, no one would play a wizard, and you'd lose out on a significant aspect of the campaign. We get it, you don't value the role of psionics in D&D. Refluffing the sorcerer/wizard and magical initiate feat takes no effort and satisfies you. So yay, you got your version already. But it doesnt for psionic/Dark Sun fans. 4E suffered from making every class essentially use the same mechanics, limiting the distinct feel of each class. Lets avoid that with 5E. There are ways to diversify the classes and inject unique mechanics without giving in entirely to the god awful spreadsheet math of 3rd edition. My ideal psion would essentially work like Mage the Ascension, with "levels" of clairsentience, telekinesis, body manipulation etc. Lists of suggested effects/pre-requisites and a more free form approach to adjudicating using their powers vs the rote and concrete approach of "this one spell does this one thing". The character is strongly locked in their themes, as opposed to the standard vancian caster random grab bag of whatever they decide to memorize that day. The character should essentially play like a street level superhero, with short rest recharge PSP's powering the bigger effects and power applications. This preserves the Dark Sun campaign, and makes it worth publishing in the first place. We can refluff on our own without paying for a pointless splat. If they're going to publish anything, it may as well be unique and interesting to justify its existence. [/QUOTE]
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