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WotC Fireside Chat: Revised 2024 Player’s Handbook
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<blockquote data-quote="Neonchameleon" data-source="post: 9327813" data-attributes="member: 87792"><p>Strictly false. Fiddly bits don't matter other than to make the game less fun for most players that have to use them. There are three things that matter:</p><ol> <li data-xf-list-type="ol">Power scaling - either the power of wizards needs to be capped or martials don't and need to go non-mundane eventually </li> <li data-xf-list-type="ol">Significant magical drawbacks ... such as accidentally summoning a demon.</li> </ol><p>WFRP magic can easily take you out of the frying pan into the fire.</p><p></p><p>And there's no reason you can't have both in D&D; high flying and awesome at level 11 and grounded and dangerous at level 3.</p><p></p><p></p><p>And Aberrant Minds have both a lack of material components and have soell points. And sorcerers literally build their own spell lists from the sorcerer spells (plus Aberrant Mind add ons). If you don't want costly material components don't pick those spells. (Personally I think the OneD&D GOOlock feels better - limited extra exertion then things you can do)</p><p></p><p>Other than the merest splash of Far Realm flavour Aberrant Minds have everything asked for - while Soulknives do something different from spells-with-serial-numbers-filed-off of 3.x while not being terrible the way the 3.5 Soulknife was. Which is part of why a lot of psionic fans, like me, see psionics as being in a better place mechanically in 5e than in any previous edition. And it's just a small but vocal group of hold outs that yell about them not being included.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9327813, member: 87792"] Strictly false. Fiddly bits don't matter other than to make the game less fun for most players that have to use them. There are three things that matter: [LIST=1] [*]Power scaling - either the power of wizards needs to be capped or martials don't and need to go non-mundane eventually [*]Significant magical drawbacks ... such as accidentally summoning a demon. [/LIST] WFRP magic can easily take you out of the frying pan into the fire. And there's no reason you can't have both in D&D; high flying and awesome at level 11 and grounded and dangerous at level 3. And Aberrant Minds have both a lack of material components and have soell points. And sorcerers literally build their own spell lists from the sorcerer spells (plus Aberrant Mind add ons). If you don't want costly material components don't pick those spells. (Personally I think the OneD&D GOOlock feels better - limited extra exertion then things you can do) Other than the merest splash of Far Realm flavour Aberrant Minds have everything asked for - while Soulknives do something different from spells-with-serial-numbers-filed-off of 3.x while not being terrible the way the 3.5 Soulknife was. Which is part of why a lot of psionic fans, like me, see psionics as being in a better place mechanically in 5e than in any previous edition. And it's just a small but vocal group of hold outs that yell about them not being included. [/QUOTE]
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