So is there anything someone who played a mystic notices its overpowered/underpowered that we can edit to make the mystic smaller in size and more balance?
I never played as a Mystic but I was a DM for one. Here are a few of my takeaways:
There are currently far to many options which causes it to very overwhelming to look through ever little feature and combination to try and determine what is good/fun/balanced (which is how it even got allowed in the game in the first place cause at first look it wasnt too bad)
Far too many options that deal unavoidable damage, and by far too many i mean there should be one at the most and if its there it needs to be around equal to the effectiveness as Magic Missile (assuming we are trying to keep away from juat reskinning any preexisting magical effect in the game which is just too much work)
Many disciplines that cause players to do things that are unprecedented (i.e. Diminutive Form) which have no set rules on how its supposed to function with the rest of the world
Disciplines being tied to Mystic Orders as if they are supposed to be psionic "schools of magic" is absolutely meaningless to those who are not at all familiar with previous versions of the game.
The spell point system from the DMG (which is whats used here) is way too overturned and needs to be pulled back in power a lot, cause right now there are ridiculous spikes in power that make the class seem really overwhelming when combined with the complaints from 1, 2 and 3
Some of the Talents are basically useless, some of them are over tuned and some of them are literally just spells that already exist and need to just be described as so (im looking at you Mystic Hand)
The psychic focus is a really cool feature but some of them are hella overpowered (like not needing to eat sleep or breath at all) and some are absolutely rubbish (like having advantage on animal handling checks)
Some of the subclasses are just so painfully useless and can just go away
A lot of these issues are very clearly due to the fact that this class was made and then forgotten without very much thought put into them, but yeah. A lot of these ideas are super cool and honestly could make for a really interesting class if fine tuned and if people would stop thinking that Every Single Little Feature needs to be completely and utterly unique (when it comes to the actual Disciplines, which is a unique system)
A good few of the base class features are complicated, unnecessary, and/or too strong and should be just dropped (I mostly think of mystical recover, consumptive power, and psionic mastery for these).
I think focus and disciplines should be completely independent, and focus can work similar to artificer infusions where you know multiple but can only use one at a time.
There need to be fewer disciplines with more consistent level of power/versatility.
On the other hand, talents need more variety, but also need more consistency.
These and a few other tweaks, and reducing number of subclasses to start with should be good. It needs to be no more complicated than monk, warlock, or wizard, not as complicated as all 3 put together.
how do you do variety and consistency they are opposites?
I was most specifically referring to Nomad. But pretty much all of the subclasses just steal abilities that already exist in the system (at the time it was written) and randomly dished those powers out to the subclasses that they created.
how do you do variety and consistency they are opposites?
I think he was more refering to the fact that they need to be more unique, and that they need to have their power levels balanced out between each other a bit more. I can agree with the consistency but i think the variety is spot on
how do you do variety and consistency they are opposites?
I think he was more referring to the fact that they need to be more unique, and that they need to have their power levels balanced out between each other a bit more. I can agree with the consistency but i think the variety is spot on
This is what I meant. Power consistency, variety of effects.
For variety, I was mostly talking about combat talents. There are only 4, 2 are damage only, 2 are mediocre damage and minor movement penalties. No AOE, no area denial, no action disruption, no situational bonus damage, no pull effect, ot any of the various effects cantrips have.
Mystics only starting with 1 talent is also a sin. You'd be crazy not to have a combat talent (in case you ran out of points especially at low level), so low level mystics will be using the same action every turn more than warlocks.
That's understandable, but i also don't feel like the should have the same level of versatility that cantrips do. Mostly cause cantrips are designed to cover 5 separate classes, dozens of completely different play styles and the mystic as its own class doesn't necessarily deserve to have the same versatility. A little bit yes but not the same
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Since WoTC and DDB arent revising lets revise it based on these rules https://media.wizards.com/2017/dnd/downloads/UAMystic3.pdf. Got any ideas if you played the class before?
1. DDB doesn't revise any content. They simply put it on their website, don't actually produce official content.
2. It needs to be much simpler.
If others comment here, I will post more.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Ok that is true.
It needs to simpler in what ways? I havent played a mystic yet so im not sure anything about it.
First, the mystic was 28 pages. A revised mystic needs to be similar in the amount of pages as some of the other classes.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
so a normal character has 5 pages and the mystics disciplines is 18 pages.
So is there anything someone who played a mystic notices its overpowered/underpowered that we can edit to make the mystic smaller in size and more balance?
I never played as a Mystic but I was a DM for one. Here are a few of my takeaways:
A lot of these issues are very clearly due to the fact that this class was made and then forgotten without very much thought put into them, but yeah. A lot of these ideas are super cool and honestly could make for a really interesting class if fine tuned and if people would stop thinking that Every Single Little Feature needs to be completely and utterly unique (when it comes to the actual Disciplines, which is a unique system)
A good few of the base class features are complicated, unnecessary, and/or too strong and should be just dropped (I mostly think of mystical recover, consumptive power, and psionic mastery for these).
I think focus and disciplines should be completely independent, and focus can work similar to artificer infusions where you know multiple but can only use one at a time.
There need to be fewer disciplines with more consistent level of power/versatility.
On the other hand, talents need more variety, but also need more consistency.
These and a few other tweaks, and reducing number of subclasses to start with should be good. It needs to be no more complicated than monk, warlock, or wizard, not as complicated as all 3 put together.
Which ones are you specifying? i just was going to keep them there because there are so many subclasses out there.
how do you do variety and consistency they are opposites?
I was most specifically referring to Nomad. But pretty much all of the subclasses just steal abilities that already exist in the system (at the time it was written) and randomly dished those powers out to the subclasses that they created.
I think he was more refering to the fact that they need to be more unique, and that they need to have their power levels balanced out between each other a bit more. I can agree with the consistency but i think the variety is spot on
This is what I meant. Power consistency, variety of effects.
For variety, I was mostly talking about combat talents. There are only 4, 2 are damage only, 2 are mediocre damage and minor movement penalties. No AOE, no area denial, no action disruption, no situational bonus damage, no pull effect, ot any of the various effects cantrips have.
Mystics only starting with 1 talent is also a sin. You'd be crazy not to have a combat talent (in case you ran out of points especially at low level), so low level mystics will be using the same action every turn more than warlocks.
That's understandable, but i also don't feel like the should have the same level of versatility that cantrips do. Mostly cause cantrips are designed to cover 5 separate classes, dozens of completely different play styles and the mystic as its own class doesn't necessarily deserve to have the same versatility. A little bit yes but not the same