I just don't have much intention of going through all 40 of the disciplines and make balance suggestions. It takes too much effort, and I don't otherwise have use for that knowledge. Reading about mystic is making me want to try it, but will never be able to.
okay so i just realised something, it would make a lot of sense to simply remove the 1st level subclass benefit from the mystic entirely both from an lore and an mechanics standpoint, and letting the mystic instead choose their subclass at 3rd level
the classes that choose their subclass at level one are often those whose subclasses are diffrent sources of power, you cannot be an sorcerer without an sorcerous origin because it is what makes you an sorcerer, you cannot be an warlock without an pact and patron becuase an warlock without a patron is just a wannabe wizard and you cannot be an cleric without an god or other divine force guiding them
in contrast you can be a mystic and not be devoted to an particular order, especially if your mystic is mostly self-taught.
And mechanically most of the 1st level features were kinda uninteresting, just a bunch of bonus proficiencies that slow down character creation, a bunch of bonus disiplinces that made you way too versatile anyways, so in removing that we are returning the mystic to being so incredibly limited, only having a single discipline that can maybe at most do a few related things, also this also means not having to deal with the immortals hit point boost they got, and in contrast the 3rd level features are really interesting (immortal was kinda broken, again, so maybe we make that an bonus action to gain temp hp equal to your int modifier)
and now that 1st level is a little weaker with no psionic focus and no subclass, this is the perfect opportunity add in the new unearthed arcana psi- dice mechanic into the mystic (i cannot be bothered to come up with psi dice mechanics that fits the class well so we can borrow the wild talent feat as an placeholder), perhaps even have a mechanic where you can spend 2 psi points to raise the size of your psi dice or lower your psi dice size to instead gain 1 psi point and have that be the 10th level feature instead of the current life drain thing
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
A player I'm DMing for is wanting to play as a mystic in my homebrew campaign, but he thinks that its abilities are confusing and somewhat broken. I told him I'd fix it to make it work better. Naturally, I came here for all of your opinions (hoping someone had done my work for me), and I think I've made a pretty stable base class (I haven't started on the subclasses, talents, and disciplines yet)
Here is what I've come up with so far:
1st change: Psi points. The normal table jumps around too randomly, with long pauses and sharp increases. I changed it so that he starts with 8 Psi points at 1st level, and you gain an additional 4 Psi points every time you level up. A much cleaner progression, it does make him quite a bit stronger for the first couple levels, but then he's pretty even with the normal mystic the rest of the way.
2nd change: Psi Limit. This table isn't nearly as bad as the Psi points table, but it still irks me a bit. So, I changed the 1st-level Psi limit to 1 and made it increase by 1 for each level 1-5. (2 at 2nd, 3 at 3rd, 4 at 4th, 5 at 5th), then you wait 2 levels to get 6 at 7th, and another 2 levels to get 7 at 9th, where it caps. Not much difference, it makes him weaker at level 1 and stronger at level 4, but the rest of the time he's on par with the normal mystic.
3rd change: Unarmored Defense. I don't know why, but the mystic feels a lot like a monk to me flavor-wise, and I think it makes sense that they get unarmored defense like monks, but with Intelligence instead of Wisdom.
4th change: Mystic Order. I took a suggestion from @ArtificeMeal and moved the subclass choice to 3rd level. They needed another level to gain additional abilities so I made them gain one at 10th (like barbarian subclass progression), I pushed back all their abilities, they gain their 1st at 3rd, 3rd at 6th, 6th at 10th, and 14th like normal. Also, I changed the additional disciplines so that there is one at 3rd level and the second is at 10th level.
5th change: Telepathy. I removed telepathy from the mystic's repertoire completely. I have too many other abilities I'm introducing, and my player already has telepathy from being an Emerald Dragonborn. Plus, this completely breaks language barriers, which I really like playing around with.
6th Change: Mystical Recovery. I changed this from a bonus action to a non-action and made it only usable a number of times equal to their Proficiency Bonus per long rest. I also moved it to 3rd level. I think this helps with action economy significantly, though I'm afraid I might have nerfed it a bit too much.
7th Change: Strength of Mind. I don't think the creators of the mystic noticed that this ability is useless if you multiclass into the mystic from a fighter or something. I fixed this by removing the loss of Wisdom saves. This made it too powerful, 3 saves with one that you can mix around on a short rest, so I moved this ability all the way up to 17th level. It's still there, but the additional save isn't as big of an issue that far up (I assume, I've never actually DMed that high so maybe I'm wrong)
8th Change: Consumptive Power. I can't imagine this ability coming into play very often, and with the Mystic Order feature occupying this spot, I just kicked consumptive power out completely.
9th Change: Psionic Mastery. MY GOODNESS WAS THIS ABILITY A MESS!!! I removed this ability, but I liked the idea behind it. I ended up splitting into two abilities, one for the additional Psi points, the other for the additional concentration. They are as follows:
Psionic Restoration
Starting at 2nd level, you have learned to focus your mind inward to recover expended energy.
Once per day when you finish a short rest, you can choose to restore expended Psi points. The Psi points you restore equals half your mystic level (rounded up) plus your Intelligence modifier. For example, if you are a 6th-level mystic with an Intelligence of 16, you can restore 5 Psi points.
Psionic Mastery
At 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. You gain the ability to concentrate on multiple disciplines at once with a combined Psi cost up to or equal to half your mystic levels. For example, at 11th level, you can concentrate on a discipline that costs 2 Psi points at the same time as a discipline that costs 3 Psi points, or five separate disciplines that cost 1 Psi point each.
I think these abilities capture all of the usefulness of the original Psionic Mastery, with none of the confusion and bizarre implementation. This also limits the 'upcasting' (I can't think of a better term) of disciplines by blasting them with 11 Psi points of power.
10th Change: Sanctity of Mind. This change, like most of the rest of my changes, are additional abilities that I added to fill the void left behind from the Original Psionic Mastery.
Sanctity of Mind
At 13th level, your mental fortitude protects you from forces invading your mind. You are immune to being charmed or frightened.
In addition, whenever a being attempts to read or alter your thoughts, it must make a charisma saving throw against your Discipline Save DC. On a failed save, the creature is violently forced from your mind, taking 6d10 psychic damage, and becomes incapable of reading your mind for 24 hours. On either a success or a failure, you become aware of their probing. In addition, you can use your action to further protect yourself from mental assault, imposing disadvantage on any creature who makes the charisma saving throw to read your mind until the end of your next turn.
I like this because Mystics, masters of their own mind and will, shouldn't be susceptible to mind-altering effects. I wavered a bit between a few things. First, I'm not sure about downright immunity to the charmed and frightened conditions. Do you guys think it would be better if they had advantage on saving throws against such effects or stay downright immune? There are examples of both in Official rules, elves have advantage, and Berserker Barbarians have situational immunity. Second, I wavered on making the main effect passive or activated, do you guys think my compromise between the two is overpowered? Also, how should I word the phrasing "attempts to read or alter your thoughts" as specific and confusion-free as possible, it's a bit vague at the moment.
11th Change: Psionic Awareness.
Psionic Awareness
Beginning at 15th level, you have learned to perceive the world around you with senses beyond your physical self. You can sense the location of any creature with an Intelligence of 4 or greater within 30 feet of you. This sense can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. In addition, you can add your Intelligence Modifier to your Initiative Rolls, as well as your Wisdom (Insight) and (Perception) checks.
I think this ability is thematically appropriate, though I get the feeling that there is probably a discipline out there that can do the same thing. Also, the boost to initiative, perception, and insight might be a bit much. Do you guys think I should leave it at 30 feet of mind sense with nothing else? Someone overlapping this with Chronurgy Wizard would lead to odd mechanics.
12th Change: Mystic Arcana.
Mystic Arcana
Beginning at 18th level, if your total for an Intelligence check is less than your Intelligence score, you can use that score in place of the total.
Copy and paste from Barbarian. I tried to use already implemented abilities as much as possible so far, this one is just the most obvious. I think this ability fits perfectly with an all-knowing mystic living out in the middle of nowhere, capable of answering any question you can ask of them. I also might need to change its name because it sounds a lot like warlock's Mystic Arcanum.
13th Change: Psionic Body. I removed this and replaced it with Psionic Intellect.
Psionic Intellect
At 20th level you become an embodiment of pure intellect. Your Intelligence score increases by 4. Your maximum for that score is now 24. In addition, you can spend a minute with somebody who speaks a language, or is proficient in a tool to learn that language or gain that tool proficiency for 24 hours. You must spend 1 minute per language or tool, and you can gain a number of these bonus proficiencies or languages equal to your Intelligence modifier (minimum of 1) at a time. If you learn one beyond this limit, you lose one you gained earliest.
14th Change: Talents & Disciplines. I changed which levels you learn them, as shown below.
In the end, the chart for the Mystic looks like this:
The Mystic:
LevelPB Features Talents Disciplines Psi Points Psi Limit
1st
+2
Unarmored Defense, Psionics
1
1
8
1
2nd
+2
Psionic Restoration
1
1
12
2
3rd
+2
Mystic Order, Mystical Recovery
1
1
16
3
4th
+2
ASI
1
2
20
4
5th
+3
1
2
24
5
6th
+3
Mystic Order Feature
2
2
28
5
7th
+3
2
3
32
6
8th
+3
ASI, Potent Psionics (1d8)
2
3
36
6
9th
+4
2
3
40
7
10th
+4
Mystic Order Feature
2
4
44
7
11th
+4
Psionic Mastery
3
4
48
7
12th
+4
ASI
3
4
52
7
13th
+5
Sanctity of Mind
3
5
56
7
14th
+5
Mystic Order Feature, Potent Psionics (2d8)
3
5
60
7
15th
+5
Psionic Awareness
3
5
64
7
16th
+5
ASI
4
6
68
7
17th
+6
Strength of Mind
4
6
72
7
18th
+6
Mystic Arcana
4
6
76
7
19th
+6
ASI
4
7
80
7
20th
+6
Psionic Intellect
4
7
84
7
Well, what do you all think? I'm completely open to suggestions on how to change this all. Bye!
The psi points of mystic stays consistent with spellcasters using spell points.
Overall, mystic is not more powerful than a spellcasting class, but the fact that it has the versatility to fit any party role, doesn't have the checks and balances spellcasting has, and even outright breaks some of those balances that do apply (concentration) is what makes it considered overpowered.
It is basically a wizard that can learn cleric spells, has more HP, can't be counter spelled, can concentrate on 2 spells, and can steal features from druids, monks, and paladins as its subclass all while being more complicated to learn.
Overall, it just needs the disciplines to be more strictly tied to order, do away with psionic mastery (or make it a capstone feature) and introduce some counter psionic rules.
A lot of the above points, like concentrating on 2 things at once, are part of the design balance.
Mystics stop linear power progression when they hit a Psi limit of 7, whereas spellcasters keep getting more and more powerful spells.
If you're looking to 'fix' the Mystic I would just add some polish to the individual disciplines and change how they get them to reflect more the Arcane Trickster/Eldritch Knight approach. Make most of their Disciplines from their chosen order, with more limited choices outside of their own order.
I would strongly advise against reducing the total number of disciplines, Psychic Focus abilities are a core part of their ability set as they have less at-will options than fullcasters.
If you're looking to 'fix' the Mystic I would just add some polish to the individual disciplines and change how they get them to reflect more the Arcane Trickster/Eldritch Knight approach. Make most of their Disciplines from their chosen order, with more limited choices outside of their own order.
So, if I changed the discipline progression to one mystic order discipline whenever you gain a discipline (3, 6, 10, 14 for my altered form), and then make the normal disciplines match up with proficiency bonus (2 at 1st level, additional at 5th, 9th, 13th, 17th), that would shift the balance further toward order-specific abilities.
I've also been tinkering with the disciplines (Really only one so far), and I think that the 8-ability disciplines like nomadic step could be a good format for polishing up the other disciplines. A single progressive ability (like Step of a Dozen Paces), a basic 1 Psi point ability that provides a limited exception to a specific limitation (like Nomadic Anchor for line of sight), and an individual ability that fits the theme and basic ability of the discipline for 2-7 Psi points expended (I moved Defensive Step to 4 Psi in exchange for more AC (+8) and more Movement (30)). And a focus, obviously.
I think that when my player wants to learn a discipline, we can look it over, and see how to modify it to fit my basic (probably unrealistic) model or form a new one around the theme of the discipline. There are a lot of disciplines that can only do like 2 things but are so good at those things that they overshadow everybody else. But for now, I think my player is happy with jumping around the battlefield without prompting opportunity attacks, so I'll just stick with Nomadic Step.
What do you all think about making a basic format for Psionic Disciplines? Do you think what I've done so far is the right way to go? I'd appreciate your insight, as I'm not very experienced at this. Bye!
What if wood wall had fire vulnerability? Fire is a really common damage type, could counter-balance it.
...Are you serious? Just because wood can burn doesn't mean it has vulnerability. Clearly you've never tried to start a fire, or if you have, you've never done so without the use of some accellerant to make it happen. Building a fire is not easy. Wood doesn't just "burn" when fire comes near it. Holy shit.
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I just don't have much intention of going through all 40 of the disciplines and make balance suggestions. It takes too much effort, and I don't otherwise have use for that knowledge. Reading about mystic is making me want to try it, but will never be able to.
okay so i just realised something, it would make a lot of sense to simply remove the 1st level subclass benefit from the mystic entirely both from an lore and an mechanics standpoint, and letting the mystic instead choose their subclass at 3rd level
the classes that choose their subclass at level one are often those whose subclasses are diffrent sources of power, you cannot be an sorcerer without an sorcerous origin because it is what makes you an sorcerer, you cannot be an warlock without an pact and patron becuase an warlock without a patron is just a wannabe wizard and you cannot be an cleric without an god or other divine force guiding them
in contrast you can be a mystic and not be devoted to an particular order, especially if your mystic is mostly self-taught.
And mechanically most of the 1st level features were kinda uninteresting, just a bunch of bonus proficiencies that slow down character creation, a bunch of bonus disiplinces that made you way too versatile anyways, so in removing that we are returning the mystic to being so incredibly limited, only having a single discipline that can maybe at most do a few related things, also this also means not having to deal with the immortals hit point boost they got, and in contrast the 3rd level features are really interesting (immortal was kinda broken, again, so maybe we make that an bonus action to gain temp hp equal to your int modifier)
and now that 1st level is a little weaker with no psionic focus and no subclass, this is the perfect opportunity add in the new unearthed arcana psi- dice mechanic into the mystic (i cannot be bothered to come up with psi dice mechanics that fits the class well so we can borrow the wild talent feat as an placeholder), perhaps even have a mechanic where you can spend 2 psi points to raise the size of your psi dice or lower your psi dice size to instead gain 1 psi point and have that be the 10th level feature instead of the current life drain thing
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
A player I'm DMing for is wanting to play as a mystic in my homebrew campaign, but he thinks that its abilities are confusing and somewhat broken. I told him I'd fix it to make it work better. Naturally, I came here for all of your opinions (hoping someone had done my work for me), and I think I've made a pretty stable base class (I haven't started on the subclasses, talents, and disciplines yet)
Here is what I've come up with so far:
1st change: Psi points. The normal table jumps around too randomly, with long pauses and sharp increases. I changed it so that he starts with 8 Psi points at 1st level, and you gain an additional 4 Psi points every time you level up. A much cleaner progression, it does make him quite a bit stronger for the first couple levels, but then he's pretty even with the normal mystic the rest of the way.
2nd change: Psi Limit. This table isn't nearly as bad as the Psi points table, but it still irks me a bit. So, I changed the 1st-level Psi limit to 1 and made it increase by 1 for each level 1-5. (2 at 2nd, 3 at 3rd, 4 at 4th, 5 at 5th), then you wait 2 levels to get 6 at 7th, and another 2 levels to get 7 at 9th, where it caps. Not much difference, it makes him weaker at level 1 and stronger at level 4, but the rest of the time he's on par with the normal mystic.
3rd change: Unarmored Defense. I don't know why, but the mystic feels a lot like a monk to me flavor-wise, and I think it makes sense that they get unarmored defense like monks, but with Intelligence instead of Wisdom.
4th change: Mystic Order. I took a suggestion from @ArtificeMeal and moved the subclass choice to 3rd level. They needed another level to gain additional abilities so I made them gain one at 10th (like barbarian subclass progression), I pushed back all their abilities, they gain their 1st at 3rd, 3rd at 6th, 6th at 10th, and 14th like normal. Also, I changed the additional disciplines so that there is one at 3rd level and the second is at 10th level.
5th change: Telepathy. I removed telepathy from the mystic's repertoire completely. I have too many other abilities I'm introducing, and my player already has telepathy from being an Emerald Dragonborn. Plus, this completely breaks language barriers, which I really like playing around with.
6th Change: Mystical Recovery. I changed this from a bonus action to a non-action and made it only usable a number of times equal to their Proficiency Bonus per long rest. I also moved it to 3rd level. I think this helps with action economy significantly, though I'm afraid I might have nerfed it a bit too much.
7th Change: Strength of Mind. I don't think the creators of the mystic noticed that this ability is useless if you multiclass into the mystic from a fighter or something. I fixed this by removing the loss of Wisdom saves. This made it too powerful, 3 saves with one that you can mix around on a short rest, so I moved this ability all the way up to 17th level. It's still there, but the additional save isn't as big of an issue that far up (I assume, I've never actually DMed that high so maybe I'm wrong)
8th Change: Consumptive Power. I can't imagine this ability coming into play very often, and with the Mystic Order feature occupying this spot, I just kicked consumptive power out completely.
9th Change: Psionic Mastery. MY GOODNESS WAS THIS ABILITY A MESS!!! I removed this ability, but I liked the idea behind it. I ended up splitting into two abilities, one for the additional Psi points, the other for the additional concentration. They are as follows:
Psionic Restoration
Starting at 2nd level, you have learned to focus your mind inward to recover expended energy.
Once per day when you finish a short rest, you can choose to restore expended Psi points. The Psi points you restore equals half your mystic level (rounded up) plus your Intelligence modifier. For example, if you are a 6th-level mystic with an Intelligence of 16, you can restore 5 Psi points.
Psionic Mastery
At 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. You gain the ability to concentrate on multiple disciplines at once with a combined Psi cost up to or equal to half your mystic levels. For example, at 11th level, you can concentrate on a discipline that costs 2 Psi points at the same time as a discipline that costs 3 Psi points, or five separate disciplines that cost 1 Psi point each.
I think these abilities capture all of the usefulness of the original Psionic Mastery, with none of the confusion and bizarre implementation. This also limits the 'upcasting' (I can't think of a better term) of disciplines by blasting them with 11 Psi points of power.
10th Change: Sanctity of Mind. This change, like most of the rest of my changes, are additional abilities that I added to fill the void left behind from the Original Psionic Mastery.
Sanctity of Mind
At 13th level, your mental fortitude protects you from forces invading your mind. You are immune to being charmed or frightened.
In addition, whenever a being attempts to read or alter your thoughts, it must make a charisma saving throw against your Discipline Save DC. On a failed save, the creature is violently forced from your mind, taking 6d10 psychic damage, and becomes incapable of reading your mind for 24 hours. On either a success or a failure, you become aware of their probing. In addition, you can use your action to further protect yourself from mental assault, imposing disadvantage on any creature who makes the charisma saving throw to read your mind until the end of your next turn.
I like this because Mystics, masters of their own mind and will, shouldn't be susceptible to mind-altering effects. I wavered a bit between a few things. First, I'm not sure about downright immunity to the charmed and frightened conditions. Do you guys think it would be better if they had advantage on saving throws against such effects or stay downright immune? There are examples of both in Official rules, elves have advantage, and Berserker Barbarians have situational immunity. Second, I wavered on making the main effect passive or activated, do you guys think my compromise between the two is overpowered? Also, how should I word the phrasing "attempts to read or alter your thoughts" as specific and confusion-free as possible, it's a bit vague at the moment.
11th Change: Psionic Awareness.
Psionic Awareness
Beginning at 15th level, you have learned to perceive the world around you with senses beyond your physical self. You can sense the location of any creature with an Intelligence of 4 or greater within 30 feet of you. This sense can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. In addition, you can add your Intelligence Modifier to your Initiative Rolls, as well as your Wisdom (Insight) and (Perception) checks.
I think this ability is thematically appropriate, though I get the feeling that there is probably a discipline out there that can do the same thing. Also, the boost to initiative, perception, and insight might be a bit much. Do you guys think I should leave it at 30 feet of mind sense with nothing else? Someone overlapping this with Chronurgy Wizard would lead to odd mechanics.
12th Change: Mystic Arcana.
Mystic Arcana
Beginning at 18th level, if your total for an Intelligence check is less than your Intelligence score, you can use that score in place of the total.
Copy and paste from Barbarian. I tried to use already implemented abilities as much as possible so far, this one is just the most obvious. I think this ability fits perfectly with an all-knowing mystic living out in the middle of nowhere, capable of answering any question you can ask of them. I also might need to change its name because it sounds a lot like warlock's Mystic Arcanum.
13th Change: Psionic Body. I removed this and replaced it with Psionic Intellect.
Psionic Intellect
At 20th level you become an embodiment of pure intellect. Your Intelligence score increases by 4. Your maximum for that score is now 24. In addition, you can spend a minute with somebody who speaks a language, or is proficient in a tool to learn that language or gain that tool proficiency for 24 hours. You must spend 1 minute per language or tool, and you can gain a number of these bonus proficiencies or languages equal to your Intelligence modifier (minimum of 1) at a time. If you learn one beyond this limit, you lose one you gained earliest.
14th Change: Talents & Disciplines. I changed which levels you learn them, as shown below.
In the end, the chart for the Mystic looks like this:
The Mystic:
Level PB Features Talents Disciplines Psi Points Psi Limit
1st
+2
Unarmored Defense, Psionics
1
1
8
1
2nd
+2
Psionic Restoration
1
1
12
2
3rd
+2
Mystic Order, Mystical Recovery
1
1
16
3
4th
+2
ASI
1
2
20
4
5th
+3
1
2
24
5
6th
+3
Mystic Order Feature
2
2
28
5
7th
+3
2
3
32
6
8th
+3
ASI, Potent Psionics (1d8)
2
3
36
6
9th
+4
2
3
40
7
10th
+4
Mystic Order Feature
2
4
44
7
11th
+4
Psionic Mastery
3
4
48
7
12th
+4
ASI
3
4
52
7
13th
+5
Sanctity of Mind
3
5
56
7
14th
+5
Mystic Order Feature, Potent Psionics (2d8)
3
5
60
7
15th
+5
Psionic Awareness
3
5
64
7
16th
+5
ASI
4
6
68
7
17th
+6
Strength of Mind
4
6
72
7
18th
+6
Mystic Arcana
4
6
76
7
19th
+6
ASI
4
7
80
7
20th
+6
Psionic Intellect
4
7
84
7
Well, what do you all think? I'm completely open to suggestions on how to change this all. Bye!
The psi points of mystic stays consistent with spellcasters using spell points.
Overall, mystic is not more powerful than a spellcasting class, but the fact that it has the versatility to fit any party role, doesn't have the checks and balances spellcasting has, and even outright breaks some of those balances that do apply (concentration) is what makes it considered overpowered.
It is basically a wizard that can learn cleric spells, has more HP, can't be counter spelled, can concentrate on 2 spells, and can steal features from druids, monks, and paladins as its subclass all while being more complicated to learn.
Overall, it just needs the disciplines to be more strictly tied to order, do away with psionic mastery (or make it a capstone feature) and introduce some counter psionic rules.
A lot of the above points, like concentrating on 2 things at once, are part of the design balance.
Mystics stop linear power progression when they hit a Psi limit of 7, whereas spellcasters keep getting more and more powerful spells.
If you're looking to 'fix' the Mystic I would just add some polish to the individual disciplines and change how they get them to reflect more the Arcane Trickster/Eldritch Knight approach. Make most of their Disciplines from their chosen order, with more limited choices outside of their own order.
I would strongly advise against reducing the total number of disciplines, Psychic Focus abilities are a core part of their ability set as they have less at-will options than fullcasters.
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So, if I changed the discipline progression to one mystic order discipline whenever you gain a discipline (3, 6, 10, 14 for my altered form), and then make the normal disciplines match up with proficiency bonus (2 at 1st level, additional at 5th, 9th, 13th, 17th), that would shift the balance further toward order-specific abilities.
I've also been tinkering with the disciplines (Really only one so far), and I think that the 8-ability disciplines like nomadic step could be a good format for polishing up the other disciplines. A single progressive ability (like Step of a Dozen Paces), a basic 1 Psi point ability that provides a limited exception to a specific limitation (like Nomadic Anchor for line of sight), and an individual ability that fits the theme and basic ability of the discipline for 2-7 Psi points expended (I moved Defensive Step to 4 Psi in exchange for more AC (+8) and more Movement (30)). And a focus, obviously.
I think that when my player wants to learn a discipline, we can look it over, and see how to modify it to fit my basic (probably unrealistic) model or form a new one around the theme of the discipline. There are a lot of disciplines that can only do like 2 things but are so good at those things that they overshadow everybody else. But for now, I think my player is happy with jumping around the battlefield without prompting opportunity attacks, so I'll just stick with Nomadic Step.
What do you all think about making a basic format for Psionic Disciplines? Do you think what I've done so far is the right way to go? I'd appreciate your insight, as I'm not very experienced at this. Bye!
What if wood wall had fire vulnerability? Fire is a really common damage type, could counter-balance it.
...Are you serious? Just because wood can burn doesn't mean it has vulnerability. Clearly you've never tried to start a fire, or if you have, you've never done so without the use of some accellerant to make it happen. Building a fire is not easy. Wood doesn't just "burn" when fire comes near it. Holy shit.