SamuKata
KibblesTasty
KibblesTasty

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Psion: Assumptions and Discussions

As most of you know, one of my major tasks (as informed by Patreon goals... need to think of the next one now I guess...? Ideas?) is working on a Psion.

I wanted to have a chat with you all about what my assumptions will be during develop, give you some design insight into the direction things have gone so far, and give you all the chance to voice any thoughts and options you have:

I want to be very transparent that - just like everything I make - I will take feedback, but at the end of the day, I won't be able make everyone happy. It will be a blend of input and judgement in a ratio that even I can't say for sure. That said, perspective and input are still a vital half the story, so I value any that people provide.

Spells

One of the elephants in the room in Psionics is "what role do spells have in a Psionic" class verging from "Psionics should be a Wizard subclass" to "Psonics should be a completely different system".

We've seen WotC try both, and I wouldn't be here making it if I thought I were an unmitigated success.

My stand point is somewhere between, so let me outline my model and see if you guys agree:

I organize the first pass of Psionics into Three Pillars: Telepathic, Telekinetic, Enhancement.

Which of these will be structured into a minor passive power and a modular active power, and a handful of "advanced" applications... that will use spells.

Let's break down what I mean...

Telekinesis:

Passive: Allows you to move an interact with objects up to 5 pounds with your mind. (just a quick example)

Active: Allows you damage, move, lift, through things (including creatures and throw things at creatures) with varied power depending on your level and how much resource you spend. This will be much more modular than a spell. (again, this is not the full text of the ability... it might have a table...) It will both be a cantrip and spell in one, and will be your "default action" and the purest expression of telekintics.

Advanced/Alternate Effects:

| Points Spent | Alternate Effect |

|:------------:|:----------------:|

|  1          | *jump, catapult, mage armor, shield, thunderwave* |

|  2           | *levitate, dust devil, earthbind, hold person, shatter* |

|  3           | *fly, erupting earth, water walk* |

|  4           | *Otiluke's resilient sphere* |

|  5           | *telekinesis, animate object, wall of force* |

So what does all this mean - it means rather than trying to say how Telekintics would let you  do something like these spells, I would just literally let you use Telekintics to cast these spells (with a global modifier that telekinetics does not have standard M/V/S components, but that's a topic for another time). For example - why couldn't someone use Telekinetics to water walk or fly? But I don't want to have to reprint all those spells into the ability when i already have a working version in the PHB, just as I don't want to just retread those spells, because you are someone that literally flex your mind upon the world, so your primary power needs to more flexible and modular in usage.

And than this will further be modified by Psionic Talents, which would be class wide Invocations (and available to any subclass that is associated with Psionics) that can enchance, combine, expand the core pillars.

Spell thoughts?

The Pillars

As I mention above, the primarily pillars I plan to "launch" with are Telekinetic, Telepathy, and Enhancement... but those will not be the subclasses. Each subclass will specialize in two of those: Awakened = Telepath + Telekinic, Unleashed = Telekintic + Enhancement and Transcended = Telepath + Enhancement (names are a work in progress).

They will be able to expand those slightly using Psionic Talents, but for the most part will grow inside those pillars.

I plan on Projection and Translocation as potential post launch pillars.

Concepts that will not be in the core class: Soulblade (this will be a monk), Battlemind (this will be a Warlord), Wu Jun (this will be renamed, and likely be a Wizard tie in).

Pillar thoughts?

Spell Slots vs. Psi Points

I am going to lay some cards on the table here - I don't like point systems that go into numbers like 71. I am not going to be super happy with a psi point system I cannot compress into ~20.

I am currently leaning toward a Psi Point system that looks more like Ki Points. I think spell slots are fine, but I also just don't think that people would be in love with the idea of using spell slots on the modular part of psionics - it seems like a thematic mismatch. So my currently plan is a simplified point system.

Psi Point thoughts?


I know I've dumped a lot of rambling here, but please let me know any thoughts you have, and hopefully we will see an early version of this + any feedback in a week or two.


I really appreciate everyone here, and am amazed by the explosive growth of our little community here. It is more than I ever expected already, and seeing the continued growth has been just amazing. You are really are the best!

Comments

I think my current inclination is to lean toward a Warlock approach, where lower level stuff can be spent and regained quickly using a different resource system than the high level stuff. Psi Points will fuel the flexible active effects + the alternate effects, but I will make 1/long rest more powerful effects I think. Still fleshing out the high level stuff - I think this is a problem with the UA Mystic, it allowed you to do low level stuff a ton but sort of plateaued in an awkward way eventually as you couldn't do any real "full caster" end game stuff for the most part, just make bigger numbers. As for the 2 pillar subclass, I can see what you mean, but I also think that I may just have to resist the temptation, as I don't think going full UA Mystic Mix and Match is going to be winning strategy, and I think one pillar is too narrow. Now I do want to mention that the Pillars are just the core Psionic powers - I think a subclass could draw on just one and work perfectly fine. For example if I add the "Projection" I think it is likely that the subclass that uses that would use only that. This is definitely something i am still working through though - particularly exactly what the relation between the Powers and the Talents are. Great feedback, and appreciate the input!

KibblesTasty

Are you envisioning the Psion as a full caster in progression? I like the Passive bonus/Active cantrip/Spells for points division for each psionic pillar, but I'm not sure if you're designing them as a full caster type (getting 5th level spells by 9, and 6+ level spells at 11th). Psi points at 1 per level, recharging per short rest, and spells costing 1 point per level would give casting pretty close to that of a warlock, about 2 max level spells per SR, at least for tiers 1-2. It runs into the major balance issue with point systems, in that the same points that power one 5th level spell can power quite a few 1st level spells, and there are a lot of really good 1st level spells in 5e. Creating a spell point system with relatively low granularity (required to keep the point cost low), and that allows for high level spells without low level spells being too cost-effective is an interesting design challenge. I can see where you're going with the "2 pillar per subclass" idea, but I might push against simply because you're going to have gaps as you add more pillars. 3 pillars makes for 3 possible subclasses, but a 4th pillar is 6 possible combinations, and a 5th is 10. And let's face it, any design based on combinations of elements leads to a desire for grid-filling. Adding a 5th pillar will seem extra overwhelming when people are also immediately looking for 4 supporting subclasses for it.

Matthew Gesus

Sorry I'm on mobile, I didn't mean to submit that yet, I just can't seem to make paragraphs. Anyway, next concern I have is the pay points. I would really like to have the pay points, cause their really interesting, but they are pretty powerful. Just really quick, I added it up and the sorcerer can make a total of 89 sorcery points if they liquidate every spell they have. Perhaps if we simply take that number down to 80, or even 60 if we want to limit how long the psionic can go for, that would be the easiest? It would give a simple number of growth per level, while letting us easily track the intended "level" of the spell. Lastly, exactly how a psionic casts their "spells" is pretty important imho. We need to set down ground rules for how obvious it is, ie is it more or less obvious than standard spell casting? Does it have the usual verbal, somatic, and/or material components? How does it react to something like anti-magic field? That's about all I have for now. Feel free to take and/or ignore from this as you see fit! It's just my two cents is all.

In my experience playing with UA Mystic, the primary issue issue was there were no restrictions on what disciplines you could choose, regardless of what subclass you chose. It seems like you are already taking a step towards that though.


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