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| #1CypherSevenJun 09, 2015 23:53:36 | Hi i'm trying to make a Psion homebrew and do it right. Any criticism at all would help. I want to make a Psion that we all like and is fun to play. Tell me what you want I will make it so. Let's make Psions.
Calling Rampant! Please master guide me! Rampant I saw what you wrote on augmentations. I like the idea and will think about changing everything into somthing like that. If you have any ideas on what augments and abilities for each archetype please tell me.
I was thinking some kind of augment upgrade system but would you give just the augments like features with upgrades to them? Would you just give them a huge list of augments like eldritch invocations but they are spells? You can upgrade your augments or learn more spells? Do you unlock augments by having that archetype from a huge pool?
I'm tired man.
Luis carlos do not mention Incarnum soul melds.
https://drive.google.com/file/d/0B9ePUWJ_GznBY3BKVGotZXBQeEU/view?usp=sharing |
| #2rampantJun 10, 2015 6:58:38 |
Ok first of all psychic =/= telepathic. All telepaths are likely psionic, but not all psionics are likely telepaths.
This class is all over tha place trying to be everythign at once.
Look Here's a quick demo I did for pyrokinesis, this assumes that you can only spend a number fo power points on augments up to your prof mod without overchanneling (burn HD for Power boost, still working out the details on that part)
Pyrokinesis: As an action you may set any flammable object within 60 ft on fire, if it is magical (or similiarly enhanced), or being held/carried by a creature it gets a dex save to prevent this (held/carried items use their holder/carrier's saves) to prevent catching on fire. Alternatively as an action you may deal 1d8 fire damage to a target within 60 ft, the target may make a dex save vs. 8 + your proficiency modifier + Your manifesting ability modifier, to avoid this damage. The damage increases to 2d8 at level 6, to 3d8 at level 11, and to 4d8 at level 16.
Augments:
Plasma Blast (2 power points): Your Pyrokinesis ignores resistance to fire, and deals half damage to targets that would normally be immune to fire. In addition you may catch stone and metal on fire and it will burn as easily as wood.
Super heat (+1 power point per additional d8): A manifestation of Pyrokinesis augmented with Super heat deals +1d8 damage per power point spent on suepr heat.
Continuous Flame (2 power points and concentration): You may sustain a manifestation of Pyrokinesis with your will, if you pay for this augment with the intial manifestation you may choose to concentrate on that manifestation. If you do so at the start of your next turn all targets damaged by the initial manifestation take half that damage (they may roll a dex save to prevent this damage), they will continue to be subjected to this effect as long as you maintain your concentration even if they make their subsequent saves, only by avoiding the initial manifestation do they dodge this effect entirely. Alternaticvely things set afire by your Pyrokinesis will not stop burning even if dunked underwater as long as they are within your range (60 ft barring other powers and abilities), and you have line of sight.
Burst (2 powerpoints +2 per 5ft of additional radius): Your Pyrokinesis targets an area instead of a single target, the initial area is a sphere of 10 ft radius, but you may increase the radius by 5t for every additional 2 power points you spend on this augment.
Multi-targeting (+2 per additional target): You may select an additional target for your Pyrokinesis for every two power points you spend on this augment, the additional instances of Pyrokinesis have the same augments as the inital one. In addition if you use this in conjunction with the burst augment and a target is caught in the area of more than one of the spheres generated by a single manifestation they do not treat each area as a seperate effect instead they take additional damage equal to 1d8 per 2d8 of your pyrokinesis power's damage (round down), per area they're in.
There ar eother possible augments and the numbers aren't set up perfectly but this is the general structure I think psionic powers need to be based on.
Now the other major issue you have is lack of a defining goal or role with your class. You're trying too hard to make them casters where they have a broad array of abilities built in form an early level. Psionics have to develop their powers Starting with only one or two distinct powers is the norm for the archetype Developing additional discipline access is possible but not ever assumed.
Do you want this class to be a geenral purpose framework for any kind of psion? a Master of telepathy? An esper? What? |
| #3CypherSevenJun 10, 2015 17:36:43 | You're the best! Your will be done!
I want it to be a general purpose framework for the psion class. Almost any kind of Psion can be played with this and it makes everyone happy.
I saw your post earlier about that. I'll remove the telepathy, put requirments on augments based on the archetype you pick. Each archetype will focus on upgrading that specifc augment allowing you to modify it in different ways.
I hope I make you proud! |
| #4CypherSevenJun 10, 2015 21:19:53 | I changed telekinesis, metacreativity and added pyrokinesis. Is this a better representation of the Psion? Is it more fun? I'll change everything else if this looks like a good way to structure the class.
I don't know what a good level 1 power is for all psions. |
| #5shintashiJun 10, 2015 22:14:29 | 1. I couldn't read part of the Telekinesis move section, it was full of weird characters where stats and numbers probably were. 2. the character class is based heavily on the 3e Psion. I guess that's appropriate, because it was 3e that called them psions, 3. however, the 3e psions were a pale shadow compared with 2e psionicists. frankly, your 5e psion is a pale shadow to 3.5e, 4. which is a shadow to the 3.0e psion. 5. Calling power points PP never made anyone happy. Even PSPs could have been abbreviated better as psychic energy: PE or Willpower: WPm or Mental Energy: ME. And so on. 6. Fire Mind doesn't sound right. It sounds weirdly translated. If it's pyrokinesis, just call it that.
Winter and Cordell had different philosophies. The latter wanted psionics to look like crystal magic, and it did. The former wanted psionics to reflect the New Age movement and Yuri Geller, which it did. Cook and Williams also have different philosophies. What happened to Spells & Magic should have happened to Psionics, but it didn't. Cook would have been legendary at Psionicist design, since his rulesets were most similar to Anime builds, but like Williams, had a love affair with Mages and left Psionicists in a little corner crying.
you guys are spending a lot of time constructing First level characters for a 3rd edition game. 5th edition characters are considerably more powerful than 3rd edition characters at earlier levels, and then they hit weird brick walls. Today our group of 10th-12th level characters killed an Adult Dragon. Your Psion if they were level 10-12 would be too weak to participate in that battle, and we aren't even optimized. (that might not be true actually, if i take into consideration your other powers in the back of the article)
The problem with the fire attack you have is i cant tell how many power points a character can spend to increase the damage. The phrasing you have sounds like a 20th level character could do 100d8 damage and have points to spare. I presume somewhere there's a cap, like 13 or 17, but I couldn't find it.
Rampant is right, you are all over the place. Lose the 3e subtitle classes, they didn't appropriately match their power sets to begin with. Egoist as a Metabolist? Ego is a psychological Trait. That doesn't even make sense. Your Telepathy section pulls heavily from the Warlock class, like, too closely.
Your powers are all structured like spells, making you look like a Sorcerer class. Putting "Psionic" in front of things like Disintegrate, Dimension Door, etc. isn't really necessary, and in many cases, redundant.
Now some things I liked:
1. your effort for layout was commendable. 2. Bend Reality power is pretty cool, although copying wish verbatum doesn't make sense, as the reason wishes get warped is because someone ELSE is granting them, such as a local land spirit, demon lord, or deity. You may want to note the Id aspect from the old sci fi movies where their subconscious desires were manifest in addition to their wishes.
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| (Reply to #5)CypherSeven |
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| #7shintashiJun 10, 2015 23:36:53 | You are going to have to create a foreign system. Even the designers are saying that. We all exist in a stage where none of us are going to be completely happy, but the goal is to make at least many people as happy as possible.
So the trick is, with a foreign system, how do you keep balance while making lots of people happy?
Here's stuff i want in a Psionicist: a variable pool influenced by stats almost as heavily as influenced by level. - points act like hit points on the Astral Plane and in Psychic Combat probably something like Wisdom Mod x2 +10 + 2 other Stat Mods at level 1, plus 10+Wis Mod per level after.
So at level 1, you are looking at 10-30 points, and at level 20, 200-300+. A Deity would presumably have over 400.
A Psionicist in 5e would probably roll a d6 or d8 for hit points. The different disciplines would probably modify that up or down slightly, with something like Psychometabolist having the highest, and Clairvoyant or Telepath having the lowest. Not sure about Psychokineticists. 3rd edition added a metacreative group that played with ectoplasmic stuff to make golems, though I'm not sure why. So a psionicist might have 120-180 hp at level 20, depending on their stats and specialty.
A Psionicist should have a defended mind from extraplanar, abberant, magical, and other psionic assaults. They should be proficient against attacks like possession, control, charm, illusion, and memory tampering, with Telepaths being the most proficient at defending their minds. Metabolists should be especially resistant to special effects which attempt to control or contort their bodies, like Petrification, Polymorph, and Necrotic Damage.
Saving Throws for All Psionicists Should be Will/Wisdom Saves.
Metabolists should have Constitution Saves as a class skill Psychoportives could have Dexterity Saves "" Psychokineticists could have Intelligence Saves "" Telepaths could have Charisma Saves ""
Metabolists might be able to take Strength Saves as a class ability as some kind of special higher level ability or side effect of a power. All psionicists should be able to take Charisma saves as an aspect of some kind of formal training, feat, or defense mode. Telepaths who already have Charisma saves might have some bonus, such as +2 more, or Stacking their Wisdom Mod and Charisma Mod against Charisma Saves.
high level psionicists probably have advantage on mental assaults, and in their specialty, might have something similar to the Barbarian's damage resistance, but vs. Psychic Damage and Mental Control.
I could probably go on but I'm trying not to set up a massive super essay. |
| #8rampantJun 11, 2015 0:11:50 | Please no gorram psionic combat as a seperate system. I mean for crying out loud it's not even appropriate for the non-telepaths. Why the hell would a pyrokinetic have a special astral presence or the ability to mind-crush people?
Being all over the place just compromises the class design and makes every thing harder. What you should look into is the saga/modern approach where the class has a list of abilities and pick one every x levels or so. So you have mulitple psionic talent trees, lieka telepathy tree and a pyrokinetic tree, every x levels you can take the next step in one of the trees. That way you're allowing people to customize their psychic. Without focing every individual psion to be a specializing non-specialist. |
| (Reply to #8)CypherSeven |
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| #10CypherSevenJun 11, 2015 1:10:06 |
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| #11shintashiJun 11, 2015 11:05:07 | Right. We aren't supposed to edition War for some reason, but it needs to be said. There were a lot of mistakes in 3e Psionics. One of them was calling Mind over Body users Ego-ists. If anything, An Egoist would be a Pride based character, right? Like, maybe Telepath. Maybe that Big Headed guy from every B movie or episide with Psionics (Green Lantern movie villain for instance?).
noun
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| #12CypherSevenJun 11, 2015 14:46:36 | Having negative qualities built into a class goes against the nature of 5e.
No other class does that and no future class will.
Even if you gain power at a cost it's still against the "feel" and mechanics of 5e. It does allow for more options though. I think disadvantage and movement might be the only ones we would see appear.
So you want a versatile list of augmentations somewhat similar to what a Sorcerer has. I wanted that too but the sorcerer already does that. Another method is what rampant suggested but achieves the same goals through a different method while letting you specialize and be diverse. You have augments that are like spells and your archetype gives you modifiers for that spell. It let's you change things up and stay with your "style" of psionic powers.
The mind defensie power is interesting but difficult to work in a way. I need a lvl 1 power that all psions have, any suggestions? I was thinking of some minor mind protection and at a higher lvl like 2 or 3 you gain a defensive power based on your archetype. Would that fill the defensive role needed without filling out the archetype slots and provide the divserity needed?
I want it to be good. |
| #13shintashiJun 11, 2015 15:33:18 | 2e psionics had negative side effects built into the system, although they were toned down or removed in 2.5. The idea that no class ever will have negative aspects built in is wishful thinking. Actually, wizards, clerics, druids, rangers, and warlocks all have negative side effects built into their mechanics. One of the first negative side effects is concentration. When a spell has a concentration duration, it means it is not capable of being sustained if another concentration effect is supposed to go into effect. So if you have Magic Weapon, active on your sword or knife to attack the resistant creature (concentration spell), then you have to drop your Stoneskin (concentration), or your protection from Evil, or your Protection from Energy spell, because those spells, unlike Mage Armor, for instance, have the Negative Quality of concentration (which is actually a thing introduced in 5e, previous editions I played didnt have it). When wizards cast magic jar, "your body falls into a catatonic state, you cant move or use reactions" additionally, it has two methods for you to die.
Flaws attached to the spells can be broken down into units and processed as part of a special effect.
The Sorcerer is an unmoving wall of Granite compared with the fluidity I have imagined for the Psionicist. Probably a better import for what I'm talking about, instead of sorcerer feats, is the 3e Unearthed Arcana rules for Ritual Construction. These are vaguely like the True Dweomer rules from 2.5e High level campaigning, which is the book referenced when writing the 3e Epic level handbook.
You need a universal psionic power? ESP.
Extrasensory Perception. Every psionic power begins with the idea of being psychic. A Sixth Sense. Insight. See, Telekinesis is a funny power because it seems counter intuitive at first, until you try to push it's limits, then it falls back in line. You can imagine someone moving a rock they can see without ESP, without an additional sense to move the rock, right? But you can't imagine someone moving the rock they CANT see, such as the rock behind them, or on the other side of the wall, because they would have to have some kind of extra sense to know where it was, to feel its presence with their minds. ESP can be used the same way to sense things about your own body that normal people don't, Like feeling your own heart beat without putting your hand to a vein or your chest. ESP is a no brainer for Clairvoyance, and Telepathy, and to be realistic, Clairvoyance is a no brainer for something like Teleportation - you probably should sense a place before going there.
ESP is the beginning of expanding and improving senses. That coupled with introspection, mental development, and willpower, these are the core powers. Danger Sense is connected to the Precognition/Prescience chain. Precognition and Postcognition are connected to the Time Travel chain.
It could be argued that most of the psychometabolic effects are a form of psychokinesis with a range of 0.
Here's an idea, take Psychofeedback from 3e and change the name to Meditation. Throw in a bunch of 2e proficiencies and metapsionic devotions, like the ones that let you modifiy your stats temporarily, recover quickly your PSPs, or get critical successes. Speaking of which, there should be a something psionicists can take to get all their points back with a Short Rest, instead of a long rest. Psionicists should also recover Points quickly when not engaged in battle, such as while riding a horse or walking, like, say 1 point per minute, or Wisdom bonus x 0/1/3/5 per hour or some such, depending on their activity level. |
| #14rampantJun 11, 2015 16:16:13 | Well lemme see, here's an example of the basic modern/saga class structure:
http://www.systemreferencedocuments.org/resources/systems/pennpaper/modern/smack/stronghero.html
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| (Reply to #14)CypherSeven |
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| #16rampantJun 11, 2015 20:32:07 | Well using that structure you wouldn;t really have distinct sub-classes at all. You'd just have people with different combos. |
| #17CypherSevenJun 12, 2015 22:50:02 | I updated it.
I don't think a modern class structure would work for this. You would have 7 catergories with a list of modifiers with mutliple levels. With 5 powers and 2 upgrades for each for all 7 catergories you get 70 choices. That's insane. If you took away powers as spells then it's the just the opposite of a psion and you have a very complicated class.
It seems like you should just stick to older editions of D&D rampant. Same with Shintashi.
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| #18rampantJun 13, 2015 0:38:05 |
How is taking away powers as spells going to make it the opposite of a psion? What even is the opposite of a psion? A golem?
Also I don't know where you're getting 7 categories and multiple levels of modifiers.
Okay first off ESP is not a universal trait, it's a common one but far from universal. Furthermore what you can detect depends on your awakened powers. Pyros can sense heat when they have ESP, while telepaths can sense minds. Also the range is rediculous.
I don't think your augmetns are actually augments anymore. They seem to be composed entirely of independent powers. Mind shield needs to be reworded to make more sense, maybe add int mod as a bonus to mental saves until the end of your next turn or something, and should require telepathy, and maybe a way to do the same for physical saves via psycho metabolism. Mind blade is just fraggin worthless, consider ripping off the blade pact from warlock, and it should require some form of kinesis that determines the damage type. Mind sight needs a cost or a more narrow benefit. Mind link definetly needs to require one of the 'pathies (empathy or telepathy). I think teleportation needs to use your movement instead of a bonus action. The energy crystal needs to be cleaned up because right now it sounds like you have to touch the crystal to your target which defeats the point of using the crystal. Playing around with attribute scores directly is asking for trouble, constiution especially, I'd suggest Meditation having bonuses tied to the three stats thematically but not actually playing aorund with the core attributes. I'd also say Mind's eye can't form in a solid object.
I'd really suggest thjat you get at least one discipline at 1st level, with the option to gain more at a later point or gain a more refined version of your existing discipline or somehting. Because while mono talents are comon it's also equally common for psionics to change focus of their powers over time as they erupt new ones.
Signature power is your capstone power it should porbably not be described before basic manifesting rules. Also it's kind of wimpy for a capstone.
That whole bit with the can only cast one power per level of each level beyond 5th is just stupid, flat out stupid. 1 it's rigid which is counter to the point of using the spell point system, 2 it's a pointless restriction that serves only to hobble the class. The warlock needs that kind fo thing because his casting is different form either wizards or psions, it doens't make sense for a psion.
I suggest renaming the psychokinesis discipline as telekinesis since tele-, pyro-, photo-, and electrokinesis are all psychokinetic powers.
Why does the energy crystal to astral construct thing only last three rounds? seems like it should last longer, also did you really have to bring back the metacreativity discipline? Although if you do keep it it's probably a decent alternate option to requiring a kinetic power for mind blade.
Ok what's the point of having fire mind listed separetely form the pyrokintetic discipline? you can only get it through the discipline so what's the point? Same for a lot of the discipline granted augments really.
Force push needs to be reworded because right now it sounds like there's no point in rolling that save.
Mind lift is an ability not a spell so the range is dependent on the ability mind lift not the spell mind lift.
The damage scaling on the psychokinesis abilities is non extant.
Traditionally psychics deal in the astral plane or none at all, temporal shift working on the ethereal seems off.
Ok Psychic sight seems off? It seems like the failed save version is better becaus eit puts a sensor in the area, while seeign/hearing one dud feels less useful. Hypercognition needs to be less vague, traps are a solid choice but vs. spells isn't very logical in this case. Especially since it doens't protect against a psychic using firemind on them.
MInd shield is relentlessly out of place on the metabolist. For starters an ability like that should probably be constant, and somethign more apprapoe for a metabolist would be to manipulate their physical form to reduce damage, you could go with the making yourself harder to hit deal, but rename it please. DO NOT USE DRUID SHAPESHIFTING AS AN EXAMPLE! For starters you need to clarify the exceptions (humanoids and CR formulae) after you mention the druid as your starting point so that the rule language makes sense. Also it's just bloody terrible and wrong for a psionic shape shifter to actually use the target creature's HP you don't have magic being bullshit it's still your body and it should use your HP, also you wouldn't automatically gain the beast's proficiencies, becaus eagain this all has to come from you. Also I don't see why swim speeds would be a problem for a metabolist, I can see flight taking a while to figure out, but not swimming.
Ok So that's everythign you need to look at should you not want to do another major overhaul.
Speaking from an overall design standpoint... The 'augments' and discipline powers do a better job of representing a psionic character than the spell casting garbage. You've completely missed the most important differences between casters and psionic characters, flexibility and power limitation. Psionic characters do not get to fragging cherry pick their abilities from all the disciplines. A telekinetic might erupt telepathy, but he's staritng at square one for telepaths if he does so, he just has his kintic powers and the energy he developed using those to back him up. He can't suddenly after never having displayed any telepathic powers develop the ability to use catapsi without first developing the basic telepathy abilities. Also you've nuked the concept of augments sorcerors can cast more fluidly than these guys.
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| #19shintashiJun 13, 2015 7:49:36 | Derp. Rampant - about the Astral thing. What I was saying is "when a psionicist is on the astral plane", they should get to use their PSPs instead of their HP. This is because in Planescape, in the Astral Plane, you aren't physical, you are a mental construct. I always assume a psionicist no matter what their subclass, has a powerful mind. Maybe no telepathic powers at all, but the stuff they are mentally made of is top notch ^_^
derp derp. Actually, that makes me think something. Who wants to be made of stuff they have to spend? That's suck. I can see the advantage of using hit points independent of Manifest spendable will. I guess we could look at it more closely though, and here's the most uber broken thing I came up with:
A psionicist isn't traditionally dead when they run out of points, they are just out of points. A psionicist also heals points based on activity. A psionicist who is unconscious, sleeping, or meditating gains points back quickly. Even walking around gives points back every 10 minutes or so. Walking/riding: 1/20 minutes Sitting/resting/reading: 1/10 minutes rejuvenating/sleeping: 1/5 minutes
Basically, regeneration on the astral plane. Your character if psionic is semi-immortal on the Astral plane. Unless something "kills them" by means other than "hit point damage on the astral plane" they just regenerate like Wolverine, or a Banished Old One. You know all the stories about Cthulhu and nukes? How they are Banished/destroyed for a bit and then reform a short while later? On the Astral Plane, the Psionicist would be a weaker version of that. So while they could spend their "astral hp", even while projecting, it also regenerates.
Maybe that's too broken or too weak for some people, but it is consistent with fictional accounts of mental energy beings from other dimensions. |
| #20rampantJun 13, 2015 12:02:20 | That makes no sense Shin, for starters other people who aren't psionic can already manifest on the astral plane, that should be the core rule for manifesting and anything else would be an add on. I could see enhanced Powerpoint regen as beign a feature of the the astral plane however, not of the psions themselves. |
| #21CypherSevenJun 14, 2015 0:11:31 | Rampant I will take some of your advice. Thank you for the help.
Psion must have a limit on power usage or it's unbalanced. Psions have always used a list of powers like spells. Sorcerers and Warlocks already have very small spell lists. No point in having another class that similar. You cannot give them Metamagic. Augmentations need to be something different. |
| #22rampantJun 14, 2015 0:54:25 | Just because DnD has always done something doens't make it good. AC as a deflection mechanic comes to mind.
Obviously you have to limit power usage of higher level functions, cantrip type stuff can be unlimited. What of my suggestions has ever contra-indicated that?
It's not abou having small spell lists, it's about making them work their way up a chain so that you're not suddenly pulling high level telpathy powers out of your ass without developing the basic telepathy powers first.
I never said give them metamagic, yes my proposed augments had a couple that were similar to twin spell but seriously there's going to be some overlap in class abilities or we'd never have anyone besides fighter, mage and rogue. |
| #23CypherSevenJun 14, 2015 2:35:08 |
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| #24rampantJun 14, 2015 9:30:10 |
Once you have rogue, fighter, and mage (or wizard and cleric) everything will overlap one of them to some degree or another, the druid overlaps the wizard and the cleric, the warlock overlaps the wizard and the rogue, the barbarian overlaps the fighter, the paladin overlaps the fighter and the cleric, the ranger overlaps the fighter, the sorceror overlaps the wizard. The simple fact is there's a limit on how many different end results you can have.Hell the basic classes overlap each other a bit if you wanna get technical. Any class will have abilities that are similar to other classes simply because they exist in the same framework. That doens't mean they are identical. Or are you going to claim that sneak attack = barbarian rage = fighter extra attacks and that only one of those is a legit class feature because the others are overlapping it? Because that's about as much in common as the augment system i proposed has with sorcerory points.
In fact your desire to have no overlap and desire to stay as similar to 5e (whatever that means) are in direct conflict you can't do both.
No that is not an interpretation of spell lists, I object to how spells are learned, as individual units a la carte wiht higher level spell selection being unaffected by lower level spell selection. For example it's within a wizard's power to ignore the necromancy school entirely and then as soon as a spell he is interested in pops up he can learn a 3rd, 5th, or even 9th level necormancy spell despiet enever working wihtnecromancy before in his entire adventuring career. This is because he cherry picks his spells individually, a psion shouldn't do this becaus ewhile a wizard is effing around with magic formulae a psion has to develop her powers over time through refinement, if you have nothing to practice with you can't refine a higher level technique from lower level, psychics can and do erupt powers from multiple disciplines, but they don't suddenly erupt telepathy and become instantly proficient enough to mind-seed or microcosm right off the bat, unless whatever induced the eruption is puppeting them and then it's more the inducer than the psion.
The overall spell list doens't have to be small you just have to force a progression.
Yes the bit about just because DnD has always done soemthing not being a great argument is general, that's why I backed it up with a specific example in the form of the AC as a deflection mechanic issue. |
| #25CypherSevenJun 14, 2015 15:02:59 | You have multiple logical fallacies in that one post. I don't care about pointing them out, you should find them out on your own.
I can try a restricted list and see how it works.
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| #26ModusPonensJun 17, 2015 10:45:43 | Augmenting "psionic powers" (i.e. spells) can just work differently than "regular magic".
For instance, a wizard usually adds damage dice when they bump a spell up a level. A psion could alter the spell's area with a +1 spell slot level "augmentation", change the damage to "psychic" for a +3 spell slot level level augmentation, remove the need for components for +1 spell slot level, etc. and soforth.
Personally, I think psions are a sorcerer subclass with access to a unique Metamagic that, at a cost of 1 sorcery point per spell level, convert damage to psychic. Among other things. But that's not a conversation for this thread. |
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| #28shintashiJun 17, 2015 12:21:55 | blocks. Blocks cost points, and blocks have categories. You can take the same block twice, or multiple blocks in the same category, where it makes sense.
Examples [one] d4s, [two] d6s, [three] d8s [five] d10s
blocks include things like duration units, range units, area effect units, and damage units.
Duration units can be paid for Points at a time.
Epic duration option: permanent or semi-permanent (weeks, months, years, etc.)
For example, to use Mind Over Body: Fasting for 7 days would cost 5 points per day.
Sample Ranges:
Epic range option: sight beyond sight (global, interplanar, interstellar, etc.) Ranges can be based upon the Seat of Perception; i.e., if you use Clairvoyance/Remote Viewing to see a place in China, and you have "Telepresence" or some other special ability that allows you to use Psychokinesis or Other powers based on your Perception rather than the proximity of your body, then you could use Long Range telekinesis for 3 points, for example.
Sample Area Effects:
Epic Area Effect: Gargantuan+ (20x20 ft square or larger)
I've said psions have specific kinds of energy they deal with. Force (telekinesis, disintegration), psychic (mental attacks), fire, cold, electricity, acid/poison (mind over body acid spit or PK transmutation), wind/water/weather control, and pretty much everything else is more rare.
Building Blocks. Simple. The only thing you would then need is how many points they get, how fast they get them back, and how many they are allowed to spend at once, and whether they can have multiple durations in play.
Combat durations tend to be in rounds, with buffs having ranges up to hours. Sensory powers often have durations in greater units. Precognition for instance is likely to have durations in years rather than days. Actually, the combat effectiveness of Precognition is an inverse bell curve. The shorter it is, or the very much longer it is, the more powerful. Like if you can see far in the future, you can make big decisions. If you can see the upcoming actions of yourself and others for a few seconds, you can modify the flow of combat. It's the stuff in between that would be least useful. |