Would also leave open an option for a mechanic similar to the bloodhunters curses where you choose to take the negative (die burnout) and get an amplified effect.
Heck you could even take it to more complicated levels if desired and have other effects, max hp loss, temporary stat reduction, temporary status effects like you stun yourself or lose movement for your next turn.
Extra complications but interesting to consider.
Rollback Post to RevisionRollBack
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Would also leave open an option for a mechanic similar to the bloodhunters curses where you choose to take the negative (die burnout) and get an amplified effect.
Heck you could even take it to more complicated levels if desired and have other effects, max hp loss, temporary stat reduction, temporary status effects like you stun yourself or lose movement for your next turn.
Extra complications but interesting to consider.
better yet, whenever you overload, you roll on an table with an small list of different effects, will you be blinded? deafened? produce an large amount of water? take psychic damage? who knows! the human mind is not exactly an predictable thing all the time
also can somebody just give me an showcase of how the mystic was supposed to be too versatile? like just an example mystic with an set of disciplines and how those disciplines somehow ruin the game for everyone else because i am still not convinced
Rollback Post to RevisionRollBack
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
Would also leave open an option for a mechanic similar to the bloodhunters curses where you choose to take the negative (die burnout) and get an amplified effect.
Heck you could even take it to more complicated levels if desired and have other effects, max hp loss, temporary stat reduction, temporary status effects like you stun yourself or lose movement for your next turn.
Extra complications but interesting to consider.
While it may be interesting to add things like this, they are usually shot down by most players. Look at the Berserker Barbarian as an example, which is almost always seen as "worse" than just getting plain benefits without taking on levels of exhaustion in other Barbarian subclasses.
I think Crashes and Surges should be simply and opposite effects, such as doing nothing on abilities that do not cost a die (so that they function like cantrips and are available to the player at all times), but perhaps double the cost of an ability if you crash or halve its cost (to a minimum of 1) if you surge? Something along those lines so there is no "choosing" for the player in the moment.
Would also leave open an option for a mechanic similar to the bloodhunters curses where you choose to take the negative (die burnout) and get an amplified effect.
Heck you could even take it to more complicated levels if desired and have other effects, max hp loss, temporary stat reduction, temporary status effects like you stun yourself or lose movement for your next turn.
Extra complications but interesting to consider.
While it may be interesting to add things like this, they are usually shot down by most players. Look at the Berserker Barbarian as an example, which is almost always seen as "worse" than just getting plain benefits without taking on levels of exhaustion in other Barbarian subclasses.
I think Crashes and Surges should be simply and opposite effects, such as doing nothing on abilities that do not cost a die (so that they function like cantrips and are available to the player at all times), but perhaps double the cost of an ability if you crash or halve its cost (to a minimum of 1) if you surge? Something along those lines so there is no "choosing" for the player in the moment.
That's apples and oranges. The Berserker adds a cost, exhaustion, for a small gain coupled to the action economy, compared to let's say Totem Warrior, which gains resistance to all except psychic damage or the Zealot that gains extra damage for free once a round. And this at low level. The higher subclass powers skew it even more. I wouldn't take berserker not because of the exhaustion but because it doesn't add anything significant.
Hello, the following text is a question + opninion to the synergy of Psionic Die and Telekinesis Spell vs a Hold Monster spell.
i dont know weither it was mentioned before, at least in this post i havent seen it so far (if u have seen it somewhere else a link is welcome <3) i was courious about the following possibility as if it should rly work i think it is a bit to overpowered:
Let´s take a Lvl 11 Character, 9 lvl Sorcerer, 2 lvl Bard. with a CHA of 18 (+4) and having taken the Psionic Die Feat. Now he casts Telekinesis (5th lvl Spell) against a Target.
As stated in Telekinesis if u want to restrain a creature u do a spellcasting ability check vs strengh check of the enemy. For bigger / stronger CR 10+ guys that would be usually something around +5 - +7. For our Sorcerer Bard that would be a +4from CHA and he could role his psionics die on top of that (so 1d8). Does now the "Jack of all trades" ability let u add a +2 for you on the role on top ?
In general iam scared of that idea because in comparasion to a hold Monster/Person with someone casting it on the same lvl the DC would be around 17 and suffering from magical resistance (which is very common in higher CR) and probable bonus to WIS Saves that usually makes it a +9 at least (+ potential Legendary resitance on top). Yes the Restrain ability is weaker than a paralyse but the extra damage here from the Telekinesis can come through the falling damage of +3d6 per Round u pull them up and thanks to the Sorcerer Ability of "Distant Spell" the Max damage here could be 12d6 after 4 rounds. While the whole Party can volley him with advantage attacks (while it got disadvantage). It gets unfair in the moment that the enemy creature now cant just dispel himself out or got a ranged attack. As after the first round he is already away at least 30feat of evry enemy. and a lot of enemy dont have range attacks of more than 60 feat) The chances of suceeding such a contest are acually pretty good with a 50/50 chance in comparasion to othery but it has several other advantages: applying a - on strengh checks is far easier than applying a disadvantage to (WIS / CHA) Saves with a poision, Frightened, Exhaustion of 1 lvl or Synaptic static etc. the combination posibilities are far wider than with a save. So with a Hold Monster the best u can do is straight role while with telekinesis the worst u can do is a straight role (simplified). + u can use the Psionic die evry role vs. A disadvantage on Saves from the Sorcerer by Heighened Spell for example consumes 3 Sorcery Points and is only valid for the first save. (edit: Sorcery Points not Spell slots)
Of course u can now spin it further with combinations of sitting on a broom potentiallymaxing out a fall damage or other severe strengh check debuffs but even without that do i see it right that with a lvl 11 Character u can pinpoint a CR 17 Goristro with a Telekinesis of (1d20) 1d8+4 (and potentially +2 from Jack) vs a 7 so with a chance of 50% (+ a potential +% for Jack) while a hold Monster doesnt even have a 25% chance ? (1d20+7 with advantage against DC 17).
Thanks for reading and potentical clarification <3
Hello, the following text is a question + opninion to the synergy of Psionic Die and Telekinesis Spell vs a Hold Monster spell.
i dont know weither it was mentioned before, at least in this post i havent seen it so far (if u have seen it somewhere else a link is welcome <3) i was courious about the following possibility as if it should rly work i think it is a bit to overpowered:
Let´s take a Lvl 11 Character, 9 lvl Sorcerer, 2 lvl Bard. with a CHA of 18 (+4) and having taken the Psionic Die Feat. Now he casts Telekinesis (5th lvl Spell) against a Target.
As stated in Telekinesis if u want to restrain a creature u do a spellcasting ability check vs strengh check of the enemy. For bigger / stronger CR 10+ guys that would be usually something around +5 - +7. For our Sorcerer Bard that would be a +4from CHA and he could role his psionics die on top of that (so 1d8). Does now the "Jack of all trades" ability let u add a +2 for you on the role on top ?
Yes.
I had a hard time following everything else because that extra +2 from Jack of all Trades even if they don’t have the Wild Talent (Charisma) feat.
So Sposta, came here from the Tasha's cauldron thread & I actually really like this UA, & because of that I wanted to ask why you hated this UA specifically for leaning so hard on spellcasting when it could've done so immensely more than it did. Let's take some examples: instead of the Psi-Powered Leap feature, it could've just had the jump spell, instead of Protective field it could've just had the shield spell, instead of psychic blades it could've had the spell shadow blade, instead of the psychic link (telepathy) abilities it could've just been Rary's telepathic bond, Psionic veil could've just been the invisibility spell, Psi-Bolstered knack could've just been enhance ability or skill empowerment, Mind over Body could've been alter self+fly. My point is, this Unearthed Arcana went out of its way to not make it's abilities just spells, yes there are still implementations of spells, but the implementations of them are because if they were reworded to be an effect, they still would be near identical to the spell and it wouldn't be worth the effort. For example: invisible mage hand without components is essentially going to be the exact same description as a limited form of telekinesis. Similarly, the detect thoughts without components is essentially going to be the same effect as it would be otherwise if it wasn't a spell, and the removal of components is supposed to be a representation that it is a spell in effect only. In terms of lore, it is not meant to be a spell at all. There should be more clarifications such as it can't be seen by see invisibility for the mage hand, or none of the effects can be dispelled by dispel magic, they work in dead magic zones & antimagic fields. -All of that should be described, but would take a large bit of ink to do so.
The hate that surrounded this UA on this thread & in the community has increased the chances that when psionics releases it will be more like spellcasting, or the same as every other subclass where it's just an ability once per short or long rest (or a mixture of both), which has lost it's shine for me, I still appreciate the uniqueness of the abilities, but the uniqueness of the Psionic Talent Die is going to be missed. & if there is any doubt that the Psionic Talent Die is staying here's Jeremy Crawford saying it's gonna be replaced. https://www.youtube.com/watch?v=NY78Dt0cBms
I loved the Psi Die! I am of the opinion that 0.000% of Psionics should be done through Spellcasting. That Sorcerer peed me off so hard. But I loved the other two. And I saw that interview.
I actually took the survey for this UA twice begging them to keep the Psi Die and ditch the Spellcasting.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
I agree the Psionic Sorcerer was probably the least developed out of all of the subclasses in this UA, what would you suggest to fix it or replace it, a monk subclass? (even though psionic soul is confirmed for TCE, mental exercises like this are fun)
Ki makes a lot of sense for a psion type class. I'm not sure the rest of the monk chassis is a good fit for a psion though.
Rollback Post to RevisionRollBack
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
I agree the Psionic Sorcerer was probably the least developed out of all of the subclasses in this UA, what would you suggest to fix it or replace it, a monk subclass? (even though psionic soul is confirmed for TCE, mental exercises like this are fun)
A wholly unique full Class based entirely off of the Psi Die, and they would get to pick their class and subclass features from a list instead of having them automatically granted. Not entirely dissimilar to the mechanic of Maneuvers mashed up with a mechanic similar to Channel Divinity style powers.
Would also leave open an option for a mechanic similar to the bloodhunters curses where you choose to take the negative (die burnout) and get an amplified effect.
Heck you could even take it to more complicated levels if desired and have other effects, max hp loss, temporary stat reduction, temporary status effects like you stun yourself or lose movement for your next turn.
Extra complications but interesting to consider.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
better yet, whenever you overload, you roll on an table with an small list of different effects, will you be blinded? deafened? produce an large amount of water? take psychic damage? who knows! the human mind is not exactly an predictable thing all the time
also can somebody just give me an showcase of how the mystic was supposed to be too versatile? like just an example mystic with an set of disciplines and how those disciplines somehow ruin the game for everyone else because i am still not convinced
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
While it may be interesting to add things like this, they are usually shot down by most players. Look at the Berserker Barbarian as an example, which is almost always seen as "worse" than just getting plain benefits without taking on levels of exhaustion in other Barbarian subclasses.
I think Crashes and Surges should be simply and opposite effects, such as doing nothing on abilities that do not cost a die (so that they function like cantrips and are available to the player at all times), but perhaps double the cost of an ability if you crash or halve its cost (to a minimum of 1) if you surge? Something along those lines so there is no "choosing" for the player in the moment.
That's apples and oranges. The Berserker adds a cost, exhaustion, for a small gain coupled to the action economy, compared to let's say Totem Warrior, which gains resistance to all except psychic damage or the Zealot that gains extra damage for free once a round. And this at low level. The higher subclass powers skew it even more. I wouldn't take berserker not because of the exhaustion but because it doesn't add anything significant.
Hello, the following text is a question + opninion to the synergy of Psionic Die and Telekinesis Spell vs a Hold Monster spell.
i dont know weither it was mentioned before, at least in this post i havent seen it so far (if u have seen it somewhere else a link is welcome <3) i was courious about the following possibility as if it should rly work i think it is a bit to overpowered:
Let´s take a Lvl 11 Character, 9 lvl Sorcerer, 2 lvl Bard. with a CHA of 18 (+4) and having taken the Psionic Die Feat. Now he casts Telekinesis (5th lvl Spell) against a Target.
As stated in Telekinesis if u want to restrain a creature u do a spellcasting ability check vs strengh check of the enemy. For bigger / stronger CR 10+ guys that would be usually something around +5 - +7. For our Sorcerer Bard that would be a +4from CHA and he could role his psionics die on top of that (so 1d8).
Does now the "Jack of all trades" ability let u add a +2 for you on the role on top ?
In general iam scared of that idea because in comparasion to a hold Monster/Person with someone casting it on the same lvl the DC would be around 17 and suffering from magical resistance (which is very common in higher CR) and probable bonus to WIS Saves that usually makes it a +9 at least (+ potential Legendary resitance on top). Yes the Restrain ability is weaker than a paralyse but the extra damage here from the Telekinesis can come through the falling damage of +3d6 per Round u pull them up and thanks to the Sorcerer Ability of "Distant Spell" the Max damage here could be 12d6 after 4 rounds. While the whole Party can volley him with advantage attacks (while it got disadvantage). It gets unfair in the moment that the enemy creature now cant just dispel himself out or got a ranged attack. As after the first round he is already away at least 30feat of evry enemy. and a lot of enemy dont have range attacks of more than 60 feat)
The chances of suceeding such a contest are acually pretty good with a 50/50 chance in comparasion to othery but it has several other advantages: applying a - on strengh checks is far easier than applying a disadvantage to (WIS / CHA) Saves with a poision, Frightened, Exhaustion of 1 lvl or Synaptic static etc. the combination posibilities are far wider than with a save. So with a Hold Monster the best u can do is straight role while with telekinesis the worst u can do is a straight role (simplified). + u can use the Psionic die evry role vs. A disadvantage on Saves from the Sorcerer by Heighened Spell for example consumes 3 Sorcery Points and is only valid for the first save. (edit: Sorcery Points not Spell slots)
Of course u can now spin it further with combinations of sitting on a broom potentiallymaxing out a fall damage or other severe strengh check debuffs but even without that do i see it right that with a lvl 11 Character u can pinpoint a CR 17 Goristro with a Telekinesis of (1d20) 1d8+4 (and potentially +2 from Jack) vs a 7 so with a chance of 50% (+ a potential +% for Jack) while a hold Monster doesnt even have a 25% chance ? (1d20+7 with advantage against DC 17).
Thanks for reading and potentical clarification <3
Yes.
I had a hard time following everything else because that extra +2 from Jack of all Trades even if they don’t have the Wild Talent (Charisma) feat.
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So Sposta, came here from the Tasha's cauldron thread & I actually really like this UA, & because of that I wanted to ask why you hated this UA specifically for leaning so hard on spellcasting when it could've done so immensely more than it did. Let's take some examples: instead of the Psi-Powered Leap feature, it could've just had the jump spell, instead of Protective field it could've just had the shield spell, instead of psychic blades it could've had the spell shadow blade, instead of the psychic link (telepathy) abilities it could've just been Rary's telepathic bond, Psionic veil could've just been the invisibility spell, Psi-Bolstered knack could've just been enhance ability or skill empowerment, Mind over Body could've been alter self+fly.
My point is, this Unearthed Arcana went out of its way to not make it's abilities just spells, yes there are still implementations of spells, but the implementations of them are because if they were reworded to be an effect, they still would be near identical to the spell and it wouldn't be worth the effort. For example: invisible mage hand without components is essentially going to be the exact same description as a limited form of telekinesis. Similarly, the detect thoughts without components is essentially going to be the same effect as it would be otherwise if it wasn't a spell, and the removal of components is supposed to be a representation that it is a spell in effect only. In terms of lore, it is not meant to be a spell at all. There should be more clarifications such as it can't be seen by see invisibility for the mage hand, or none of the effects can be dispelled by dispel magic, they work in dead magic zones & antimagic fields. -All of that should be described, but would take a large bit of ink to do so.
The hate that surrounded this UA on this thread & in the community has increased the chances that when psionics releases it will be more like spellcasting, or the same as every other subclass where it's just an ability once per short or long rest (or a mixture of both), which has lost it's shine for me, I still appreciate the uniqueness of the abilities, but the uniqueness of the Psionic Talent Die is going to be missed. & if there is any doubt that the Psionic Talent Die is staying here's Jeremy Crawford saying it's gonna be replaced. https://www.youtube.com/watch?v=NY78Dt0cBms
I loved the Psi Die! I am of the opinion that 0.000% of Psionics should be done through Spellcasting. That Sorcerer peed me off so hard. But I loved the other two. And I saw that interview.
I actually took the survey for this UA twice begging them to keep the Psi Die and ditch the Spellcasting.
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I feel summoned to troll!
just kidding!
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Lol
At this point, you and I have discussed this often enough that you could probably explain my point of view almost as well as I can.
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I agree the Psionic Sorcerer was probably the least developed out of all of the subclasses in this UA, what would you suggest to fix it or replace it, a monk subclass? (even though psionic soul is confirmed for TCE, mental exercises like this are fun)
Ki makes a lot of sense for a psion type class. I'm not sure the rest of the monk chassis is a good fit for a psion though.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
A wholly unique full Class based entirely off of the Psi Die, and they would get to pick their class and subclass features from a list instead of having them automatically granted. Not entirely dissimilar to the mechanic of Maneuvers mashed up with a mechanic similar to Channel Divinity style powers.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting