So what is the Psionic mechanic?

Post/Author/DateTimePost
#1

chizuro

May 15, 2009 12:54:46
I don't know if this has been answered, or if it's in the DDI content (for which I don't have access), but:

Is the universal mechanic for Psionics then going to be the "every power has two possible actions" at full discipline? Also, is there a partial discipline then? It seems too different and too complex to encompass only be a Monk mechanic. But does anyone know?

Thanks.
#2

haplo81

May 15, 2009 13:02:05
We've seen a playtest for one class, and not even the whole class at that. It's far too early to speculate.
#3

ChrisTheS

May 15, 2009 13:07:38
What's the universal mechanic for any other source other than Divine?
#4

pfunked

May 15, 2009 14:09:08
I don't know if this has been answered, or if it's in the DDI content (for which I don't have access), but:

Is the universal mechanic for Psionics then going to be the "every power has two possible actions" at full discipline? Also, is there a partial discipline then? It seems too different and too complex to encompass only be a Monk mechanic. But does anyone know?

Thanks.

Doubtful. No other power source has a common mechanic. Power Source is 100% fluff.
#5

AvonRekaes

May 15, 2009 14:10:58
What's the Arcane mechanic?
#6

DragonsWrath

May 15, 2009 14:48:02
Actually, Divine classes get Channel Divinity, and Arcane classes automatically get access to the Familiar feats.

That's about it, as far as 'mechanics' go. Mostly, it's just a way to put restrictions on Paragon Paths and Epic Destinies.
#7

AvonRekaes

May 15, 2009 14:58:39
Familiars are not an implied mechanic of the arcane powersource, however, they are an option that any arcane class can take.

Divine is the only source with a true source-related mechanic. All Divine classes have Channel Divinity. However, it is the only power source with a unified, implicit mechanic that all classes share.

Weapon Training multiclass feats are usually martial-only, however it would be remiss to say that "able to take weapon training feats" is the unified mechanic of the martial power source. In fact, Spiked Chain Training from Dragon 372 does not have the requirement of being a martial character, so you can't say it's unique to Martial.

Primal has a unified theme of transformations, but no actual indentically-functioning mechanic universal to all primal classes.

The Full Discipline thing seems to be an artifact of the now-defunct Ki powersource. In fact, the Design and Development article said that Full Defense was not a broad enough concept to base an entire powersource around, so I doubt that it will be the defining aspect of Psionics.
#8

praion

May 15, 2009 16:48:52
Martial Heroes do mostly [W]Damage and are mostly sec Strikers

Arcane has all and everything and isn't really definded, that is was links them together and they are mostly sec Controlers

Primal has this Transformation and more Hit-Points but less AC

Divine ist mostly Sec Leader, has lots Radiant Powers and Channel Divinity (and quite high AC maybe)
#9

Grazel

May 15, 2009 18:00:06
Power Sources generally don't have a unifying mechanic. As stated Divine has been the exception in that all Divine classes get channel divinity. Most unifying mechanics are along class roles since role has more of a mechanical game effect than power source.

The Full Discipline concept is because all psionic powers are called Disciplines. The Full Discipline ones are the monks at-will and encounter attacks that have two techniques within one power and unlike other powers give you two things you can do during your turn with one power: a move action and an attack action. Monk dailies and utilites are never Full Disciplines. They're sort of temporary stances, but aren't called a stance since there are monk powers that are stances plus a FD only lasts until the monks next turn (should they fix the wording, using round makes it harder to track/useless should the monk go last in initiative order).

Psionics unifying theme is that their powers all originate from the power within the character rather from coming from outside source like all the other power sources (Martial from tools, weapons, and tactics; Arcane from magical energy; Divine from the Gods; Primal from the Spirits; Shadow from the energies within the Shadowfell presumably; Elemental from the ELemental Chaos/Abyss and the raw building blocks of the cosmology).
#10

karldark_dup

May 15, 2009 18:48:58
there certainly are unifying themes to each sources. Whether they are obvious or abstract is what's confusing most of you who think differently. It's too early to figure out what psionics will be but i suspect +1 or +2 to will defense.
#11

rikiji

May 15, 2009 22:52:59
From the design and development article I got the impression that monks were sort of the 'odd man out' of the psionic power source. The 'full discipline' ability is likely to be unique to monks (I believe that one of the reasons they set aside Ki is because they didn't feel the ability could be expanded across an entire power source).
#12

Marandahir

May 16, 2009 15:51:27
Full Disciplines are along the lines of Rages, Vestiges, and Forms - they are terminology for a specific type of power within a single class that is different from the others. The main difference between them and those other three "class-specific" power types is that they aren't dailies. However, they still are simply the expression of the most fundamental element of what makes the class what it is and how it's different - the Monk is faster than everyone else because s/he can combine larger move actions with attacks by using Full Disciplines. Wardens polymorph with self-altering powers called Forms. Binder-Warlocks summon Vestiges that give them new and different benefits in addition to their attacks. Barbarians' rages give them ongoing benefits as well, on top of gigantic power attacks.

It's not a Psionic mechanic, it's a Monk mechanic. As stated, Divine is the only power source with a unique mechanic, and that's really just an expression of class builds - the Channel Divinity powers are oriented to have one power fit with each build of the class with access to them. This is really the only mechanical difference between a Protecting Paladin and an Avenging Paladin, or a Battle Cleric and a Devoted Cleric, save that they choose different powers and have a different secondary role in the party: only amongst Avengers and Invokers is the normal "choose your class feature that defines your build" present. Note that this class feature choice is also absent from the two non-divine Controllers: Wizards and Druids; Wizards get a choice of Implement Mastery, which can either aid their class build or aid them in general, but because of the Staff and the other Tome Mastery choices, aren't exactly tied to the build. Druid builds really just choose which form they like to stay in more. Note also that Artificers also get a choice of powers similar to Channel Divinity, though the function is essentially the Leader Mechanic - the twice-per-encounter healing power.

It's pretty safe to say there is no fundamental Psionic mechanic.
#13

lietunderwood_dup

May 16, 2009 16:30:11
ohh, scary.

What a full discipline does is make a "special combo" for a specific psionic art, but you have to pay for it.

So, you use crane wings full disciple to make a crazy super jump,,,,
wow, a nice monk power.
isn't there a feat called long jumper, or a special ability of other classes like rogue or barbarian that allows you to make super jumps? utillity powers and attack powers, magic items?

the limitation of a full discipline is that:
the bonus it provides is nice, but
-you pay for it with a move action
-it is specific and clear that the disicpline provides only one benefit.
-the benefit of the full discipline is a tactical one that may not meet the needs of every situation

the deft strike example above, my rogue doesn't have to use my move to gain the +2 move. in fact my "move" part of my action is absolutely free for me to use as I see fit...
It is just that I don't get to add anything special to it if I use a rogue encounter power.

The monk's full discipline mechanic, while interesting, is limited. This actually serves to pique my interest in playing the monk MORE, because the use of my powers are tactical choices with costly outcomes.
I may get a bonus, but I need to combine all but a minor and free action to get it. Some bonuses will serve you better in some situations than in others...

So besides and action point, what else does it take to change your current "full discipline"?

I really must recomend that those who don't have the full access get it instead of ranting on the boards. if you just read the articles and the design interview things might make a tad bit more sense.
#14

praion

May 16, 2009 17:16:20
ohh, scary.

What a full discipline does is make a "special combo" for a specific psionic art, but you have to pay for it.

So, you use crane wings full disciple to make a crazy super jump,,,,
wow, a nice monk power.
isn't there a feat called long jumper, or a special ability of other classes like rogue or barbarian that allows you to make super jumps? utillity powers and attack powers, magic items?

the limitation of a full discipline is that:
the bonus it provides is nice, but
-you pay for it with a move action
-it is specific and clear that the disicpline provides only one benefit.
-the benefit of the full discipline is a tactical one that may not meet the needs of every situation

the deft strike example above, my rogue doesn't have to use my move to gain the +2 move. in fact my "move" part of my action is absolutely free for me to use as I see fit...
It is just that I don't get to add anything special to it if I use a rogue encounter power.

The monk's full discipline mechanic, while interesting, is limited. This actually serves to pique my interest in playing the monk MORE, because the use of my powers are tactical choices with costly outcomes.
I may get a bonus, but I need to combine all but a minor and free action to get it. Some bonuses will serve you better in some situations than in others...

So besides and action point, what else does it take to change your current "full discipline"?

I really must recomend that those who don't have the full access get it instead of ranting on the boards. if you just read the articles and the design interview things might make a tad bit more sense.

I really don't understand what you are talking about. With an Encounter FD ic ann use Special Move+Special Attack or Normal Move+Special Attack or Special Move+Basic Attack. I'm not paying for anything
#15

Ravenmancer

May 16, 2009 18:48:00

Except the Monk also did extra damage if he could get the target to make an OA against him, so the rogue only nearly mimicked the monk power.
#16

Grazel

May 16, 2009 21:47:12
Plus with a monk's at-will FDs if he gets a second move action between using the FD and his next turn (or round, that's poor wording on their part I think as it should be like other powers nad last unti lthe start of the monks next turn) he can use that +2 move, shift 2, superjump again while the rogue with their deft strike can't. The movement for the rogue is limited to the time of the attack (either just before it or just after it).

An encounter FD for a monk is more limited yes.

As for picking a new FD: next turn or Action Point is when they can switch. Also keep in mind that a monk could use an at-will FD to get it's move bonus then use a Daily attack instead of the at-wills attack since Dailies and Utilities are never FDs.

The monk actually gets more options since they do have utilities that are special moves, and their dailies are just attacks not FDs.
#17

LordDreadman

May 17, 2009 2:21:59
So I know a lot of people don't think that the Arcane Power Source has a "defining mechanic," but I don't exactly agree. It's true that there is no specific "mechanic," but they seem to have a common theme, as it were, among them. Let me explain.

Flexibility, in a word. Arcane characters have a level of flexability that is unavailable in any other power source, at least until very high levels. Let me demonstrate.

Artificer: I know this one isn't out yet, but we can go off of what we see in the Playtest. Artificers are kind of the definition of flexibility. Even their healing mechanic has two iterations. They can change their healing on a moment's notice. (This may change, but, if they do what I think they would change it to, the Artificer will still be extremely flexible.)

Bard: Their ample ability in skills and multiclassing feels like it should be enough, but several of the Bard's powers present several choices at the time the spell is cast (far more than most other classes).

Sorcerers: The Sorcerer's backstory (similar to the Warlock) suggests an immense amount of flexibility, in that, when you fight a Sorcerer, you have no idea where it is pulling its abilities from. Beyond that, the Sorcerer can choose its level of flexibility based on its Spell Source (obviously the most varient version of that is Wild Magic). In addition, the Sorcerer has extreme flexibility in its Striker damage: whomever it hits with an Arcane attack takes the damage, which is a far cry from the Rogue (and other melee strikers) who must be adjacent to the target (and, perhaps, meet other conditions) and the Ranger who can only have one quarry at a time.

Swordmage: The Swordmage may, in point of fact, be the most inflexible of the Arcane classes, but I still propose that it can be the most flexible defender in the game. While the Swordmage must be close to the target in order to mark it, after that marking the Swordmage has the freedom to move around the battlefield at his leisure while still doing its job. The Swordmage can, with perfect effectiveness keep a target marked and then ignore that target completely. In addition, with the ability to keep a Spellbook (through a Heroic Teir Feat), the Swordmage can prepare for each day in advance.

Warlock: Again, the very concept of the Warlock suggests flexibility (see the Sorcerer). The most compelling argument for a Warlock's flexibility is the ability to Curse and deal Striker damage to more than one enemy in each round. Now don't get me wrong, the Warlock is still bound to the "once per round" rule of Striker damage, but the Warlock's OPTIONS to deal Striker damage to any number of enemies in one round is matched (surpassed?) only by the Sorcerer. Where the Warlock is on the battlefield means precious little to the many enemies that the Warlock has cursed, because the attack may come to any one of them. That flexibility makes the Warlock a supreme Arcane character.

Wizard: This class is probably the epitome of flexibility. The Wizard's spellbook allows the Wizard to plan ahead for nearly any situation. The ability to swap out spells makes the Wizard extremely flexible. In addition, the Wizard's unsurpassed ability to cast Rituals allows for minimal planning flexibility. Finally, the Wizard's cantrips allow for spur of the moment flexibility. As most people think of Wizards when they think Arcane Power Source, this is completely appropriate.

So I hope that gives everyone an idea of what may be the defining concept of the Arcane Power Source. Sure there is flexibility elsewhere, but, if you look closely at those classes, you will notice that that flexibility is usually a bit stunted. Anywho, that's how I imagine it!

Yours,
Lord Dreadman