Wild talent in 4e

Post/Author/DateTimePost
#1

csk

Mar 24, 2009 15:58:08
I'm about to start a 4e game and the only thing I don't really have a handle on is psionics. I've co-opted to the Warlock to act as a psionicist with the different pacts corresponding to different disciplines, but I don't have any good ideas for wild talents. I'm not even sure I should incorporate them at all.

The only thing I've thought of is a relatively weak power as an extra daily, but I don't have any ideas about what sorts of powers would be fair without being too strong or too weak.

Has anyone dealt with this issue yet?
#2

Kynesis

Mar 27, 2009 0:31:28
I'd be inclined to think along the same lines (ie: that the Warlock is a likely stand-in), features like Eldritch Blast however might need some cosmetic surgery to make them appear more psionic - part of the beauty of 4e though is being able to tinker with the presentation of a creature, class or whatever else without necessarily altering the way it works.

Taking it a step further, I've considered using the Warlock as a means of facilitating the alternate casters, necromancers, illusionists and especially ceruleans. Shadow wizards were always a kit I was uncomfortable with, the result of simply extending a paradigm to its logical conclusion isn't in my book, a good reason for incorporating more stuff into a story/game...

Necromancers and Illusionists might otherwise more obviously seem familiar as Wizards but in 4e the PHB Wizard though a controller is geared toward aoe effects where the Warlock seems more focused, particularly with regard to managing a special link to its power source.

I think its worth revisiting in your own minds the concept behind Wild Talents in the first place - I see them as intrinsic to the setting in-so-far-as expressing the dynamic nature of the setting, of the continuing and somewhat.... spikey (not the word I'm looking for..) or uncontrolled (abundant.. cascading..?) evolution triggered by the Rhulitsi.

I tend to associate wild talents with minor mutations; Rarely anything overt (though of course with rare exceptions) but something to help players feel that there's more going on than simply being granted another power to throw around.

I'd focus on powers that are as obviously psionic as possible and generally keep to encounter / daily uses. At-wills are generally class-defining (at least cosmetically).

I think you're wise to seriously consider not including them at all, every aspect of your world should be there for a reason and contribute to the story - or reserve them for the occasional NPC whose purpose in the story is to illustrate the theme of evolution bumped along and so suffering side-effects (or whatever your point of view is).
#3

tharrduus

Mar 29, 2009 22:12:32
Use the Dilettante feature from half-elves for wild talents. Swap the descriptor to "psionic" and the damage type to "psychic."

This essentially gives everyone a free watered-down multiclass feat.
#4

Timmee

Apr 04, 2009 12:43:19
I have compiled a 4e psionicist from several versions I've found around the message boards and I'm looking for feedback. Search "4E Psionicist" and that should take you to it. Let me know what you think.

Timmee!
#5

Tectuktitlay

Apr 04, 2009 16:35:26
Since this subject has come up again, I'll repost my own suggestion. I think Wild Talent should be a Background choice, with a list of wild talents to choose from. Any Wild Talent listed has a concrete mechanical effect on the game, albeit all should be minor (all should be on-par with approximately a skill added to your skill list, a +2 to said skill, and another language, combined). I forsee things like +2 or 3 to multiple skills, as an encounter power instead of a static bonus, and that doesn't add the skill to your class list. Or an increased jump or climb check once per encounter. Or a ranged psychic attack one per encounter (or day). And so on.

Any Athasian who does not choose the Wild Talent Background instead has a wild talent without an appreciable mechanical effect on the game. For example, you can manifest a minor breeze, or change your skin color, or manipulate your hair length and color, and so on. While you manifest a wild talent, it will not affect the rules of the game outside of purely DM-adjudicated roleplaying aspects.
#6

lucifernietzsche

Apr 05, 2009 20:10:37
Well, I think the best angle for wild talent in 4e would be something akin to the Divinity feats.

You take the initial Wild Talent feat and get something akin to the Fey Trickster feat or the like, perhaps. Taking additional Talent feats would be closer to the Divinity feats in nature and power. You only get to use your talent once per encounter, and taking additional Talent feats merely gives you some choice as to which power you use in that encounter.

I'm not quite sure on it yet...no psionics and all, and I'm just not in a mood to think about it much.
#7

lucifernietzsche

Apr 07, 2009 15:51:01
Well, I think the best angle for wild talent in 4e would be something akin to the Divinity feats.

You take the initial Wild Talent feat and get something akin to the Fey Trickster feat or the like, perhaps. Taking additional Talent feats would be closer to the Divinity feats in nature and power. You only get to use your talent once per encounter, and taking additional Talent feats merely gives you some choice as to which power you use in that encounter.

I'm not quite sure on it yet...no psionics and all, and I'm just not in a mood to think about it much.

Ya know what...forget I said most of that. The spellscars of FR (and likely the dragonmarks of eberron), are the perfect means of employing Wild Talents. I'm so stupid. There you all go, use the spellscars as your basis for Wild Talents.
#8

darktouch

Apr 07, 2009 19:30:32
Ya know what...forget I said most of that. The spellscars of FR (and likely the dragonmarks of eberron), are the perfect means of employing Wild Talents. I'm so stupid. There you all go, use the spellscars as your basis for Wild Talents.

Spellscars are basically just multiclass rules without a class attached to it. If you're going to have some sort of psionic classes, just multiclass into one of those.