SamuKata
KibblesTasty
KibblesTasty

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Psion v0.8 - the Feedback Version

So with a week of feedback and playtesting, there are some minor updates. I decided to do one more version before the v1.0; I still intend to that before the end of the month, so this is really just a final proof before I roll out the v1.0.

Of course, v1.0 is not the end; I've frequently stated that the v1.3 and v1.4 versions are usually where I would say a class is something I'm confident in.

The Road for Psion will be:

-v1.0 (very soon). This will be very similar to the above, but probably have 3-4 more talents included, and a better spell/grammar check, as well as any last minute feedback or playtesting results from the last version that still comes in.

-Soulblade Monk; this will be the proof of concept for the greater psionics system.

-New Psionic Ability w/ supporting subclass - it will be either Transpositional/Translocation with the Nomad, or Projection/Construction. I will probably put this up for a vote in a bit. This will be included in the v1.1 or v1.2 if the 1.1 is taken up by a wave of feedback on the first one.

-Psionic feats and spells expanded.

As always, I appreciate any and all feedback - positive or negative, everything helps make it the best it can be. I'm particularly interested if there are character concepts you think you should be able to play with a Psion that you don't see supported yet - after all, the goal here is to make sure players can play what they want to play. This may help shape what's there, or build the roadmap for the future.

Psion v0.8 - the Feedback Version

Comments

It's feedback well taken, but I still think there is value in the ability. The first level abilities are all more or less ribbons; none of them are things the character will every much really need., they are more to tell you about your character; a guide to some thematic behavior of that character. While its true that resources are rarely tracked and extreme heat and cold are rare, being able to ignore such things to an extent allows you to play your character in a way thematic of the Transcended - you could free up a lot of your carrying space by not bothering with many of the travelling necessities of this martial-concerned adventurers, if you have no resources lost you can spend an entire night awake without any real penalty, keeping watch for the whole party, or travel through the night getting twice as far in a hurry. It's true that State of Mind isn't something you will use, but I think it still allows a lot of creativity and flavor in how you can play the character. Mechanically I think being able to go twice as long without sleep is the only that will really impact gameplay with an frequency (and maybe the holding your breath one), but being able to ignore snow and freezing rain without much care, or whistling along through blistering heat are all things that will make a character stand apart as slightly odd, and give the player a lot of room to have fun with their character I think. I'll definitely consider it though; I like State of Mind, but if a lot of people don't much care for it I'll review what else I can do with it.

KibblesTasty

I feel like the State of Mind feature (level 1 talent of Transcended) is worse and/or less interesting than the corresponding traits for Awakened and Unleashed. Using Intelligence for wisdom is awesome, since you are going to be rolling in Intelligence, and thaumaturgy is a spell that allows players lots of creativiity. In contrast, there is no guarantee that the DM is ever going to make you go somewhere that is extremely hot or cold, and if there is, he will likely not penalize the rest of the party for it. Likewise, starvation and exhaustion are very dependent on your DM, so being resistant will probably not come up often. But it is also not very interesting, because when it becomes relevant, you just remember than you have resistance, and move on. There is no active component, and no recurring skill check where you will see the result. There is not much room for creativity, if any. If you wanted to make some kinda passive resistance(since it goes slightly better with the idea of enhancing yourself), then maybe make it something that is easier to use actively, like a resistance to fall damage.

Jakob

1) Will amend. Probably just forgot to remove some wording. 2) It means that you cannot get more free psi points than the mastery provides per turn. Some skills allow you to use a power as a bonus action, but even if you do that, you cannot get the free mastery points from both skills to empower both of them, as that quickly becomes absurd. Hopefully that makes sense, will consider if there is a better way to word it make it clear that your mastery points are per turn; don't want to uncouple them from the mastery as you can still only use them on a skill you have mastery in. Though maybe it would better to cut having mastery in an ability all together now that its not tied to spells, and just give free points.

KibblesTasty

Two comments regarding Psionic Mastery. 1) The description of Psionic Mastery still restricts spellcasting with this statement, "Additionally, when you gain Mastery in a power you can use use that power to cast the spells listed under the Mastery section of that power." Based on your comment, I believe you intended to remove that. 2) I am unsure of what this statement means, "If you have multiple masteries, the free psi points can be split between them but the total free points is shared between them." Is this to say that I can't get more of a discount in the same turn, or that I choose which of my psionic powers can ever get a discount in general?


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