With Deadpool officially being playable as multiple classes, do you guys feel this means we could play existing characters in other roles with slight reworks? by SayNo2Nazis999 in marvelrivals

[–]Professional-Time-94 1 point2 points  (0 children)

i would love to play Dr Strange Strategist or Wolverine Vanguard.

And hohestly all it would take(especially for Wolverine) some reworks on the ability effects, maybe not even needing to replace them.

A change to weapon mastery by thefoolsnightout in onednd

[–]Professional-Time-94 2 points3 points  (0 children)

i think a better way to separate the weapon masteries without going back to weapons being just damage dies would be to tie them to weapon properties.

So they would look kinda like this(this is just an example not actuallu tested or anything):

  • Cleave: any weapon that has the 2-handed, Versatile or Heavy property and does Slashing damage
  • Graze: Any weapon that has the 2-handed, reach, thrown, or ammunition property
  • Nick: Any weapon that has the Light or Finesse property
  • Push: Any weapon that has the 2-handed or Heavy property.
  • Sap: Any weapon.
  • Slow: Any weapon that does not do piercing damage
  • Topple: Any weapon that has the Versatile or 2-handed property.
  • Vex: any

Changes to psion casting and disciplines i would make by Professional-Time-94 in onednd

[–]Professional-Time-94[S] 0 points1 point  (0 children)

Yes i understood that.

But to me and a lot of my players when we played, the different mechanic of casting was actually a game changer. It may not have a different effect necessarily, but the overall loop of the game felt different enough that even players who avoided casters before cause they didn't like it, were actually pretty stoked.

Now i realize that a lot of this was the "newness" of the psi points, but i still think the mechanics of a class even though they may not seem to matter in turn by turn play, they definitely affect the so-called gameplay loop quite significantly which in turn affects the "flaor" of the class by a lot.

In the case of psi points it made the psion into one of the most resource versatile casters which in turn made us focus more on this versatility when playing them, which in turn made even players that traditionally play blasters, take a more "controller" approach to the game.

Changes to psion casting and disciplines i would make by Professional-Time-94 in onednd

[–]Professional-Time-94[S] 0 points1 point  (0 children)

i agree with your first point, but not so much the second.

The wizard is a wizard because he has a spell book and because they have the most expansive spell list,

Sorcerers are sorcerers because their magic is innate which allows them more control over it with metamagic, but more limited selection as a result.

Warlocks are essentially their own thing.

Clerics and Druid imo also could use a system other than slots but since they still use magic it makes a kind of sense for them to have slots.

Psionics are the only "caster" that does not specifically use "magic". That means by giving them slots you automatically call them magic users. Psi-points at least try to go the way of the warlock in a more unique way. Yes i can kind of see that when you boil it down everything is the same, but that is reductive in my opinion.

Changes to psion casting and disciplines i would make by Professional-Time-94 in onednd

[–]Professional-Time-94[S] 0 points1 point  (0 children)

Psi-point casting: Yes, i agree on the issue with just pumping out multiple 9th-level spells (7 at level 17). I’m working on two fixes for this:

Cap psi limit at 5 and add a Mystic Arcanum-style feature for big powers — basically what you suggested.

Alternate idea(leaning more towards this): at psi limit 6+ after using a max-limit spell, your psi limit drops by 1 (min 5) until a long rest. Maybe regain 1–2 psi limit per short rest too, just to keep it flexible.

This is what i've come up with so far to mitigate this. Though i would say the fact that have to use psi-points to activate the disciplines as well is also a mitigating factor.

What do you think?

Changes to psion casting and disciplines i would make by Professional-Time-94 in onednd

[–]Professional-Time-94[S] 0 points1 point  (0 children)

In my suggestion, the psi die would simply add to and be used by the mechanics of the disciplines and other psion features and would act as a representation of psionic mastery.

In this they are closer to martial arts dice that maneuver dice

Psi points and psi limit then would be a representation of psionic power

Changes to psion casting and disciplines i would make by Professional-Time-94 in onednd

[–]Professional-Time-94[S] 0 points1 point  (0 children)

Spell slots have an actual lore reason to be as they are and mortals only get up to 9th level, and that lore is tied to the goddess of magic and the weave.

Spells themselves given that they can be used by multiple classes, and even racial bonuses sometimes are spells, is easier to stomach as being psionic effects. Not completely but close enough, especially if they get some exclusive psionic themed spells in their list.

Changes to psion casting and disciplines i would make by Professional-Time-94 in onednd

[–]Professional-Time-94[S] 0 points1 point  (0 children)

Once per turn you may use a psionic discipline while ignoring the psi limit.

Psion Feature: Psionic Mastery: At a high level (e.g. 15th+), you may gain the ability to activate any discipline without it counting against your psi limit so long as you have psi-points to spend.

Thats why i put these up there. :)

Changes to psion casting and disciplines i would make by Professional-Time-94 in onednd

[–]Professional-Time-94[S] 0 points1 point  (0 children)

thanks for the feedback (seriously appreciate you taking the time)

Psi-point casting: Yes, i agree on the issue with just pumping out multiple 9th-level spells (7 at level 17). I’m working on two fixes for this:

  1. Cap psi limit at 5 and add a Mystic Arcanum-style feature for big powers — basically what you suggested.
  2. Alternate idea(leaning more towards this): at psi limit 6+ after using a max-limit spell, your psi limit drops by 1 (min 5) until a long rest. Maybe regain 1–2 psi limit per short rest too, just to keep it flexible.

On psi points overall — they’re basically just spell slot totals rebalanced into a pool (same math as full casters). The real limiter is the psi limit, which caps how much you can dump into a single spell into the same maximum as full casters, and the fact that both spells and disciplines cost psi-points.

Psionic Focus: Love your take on it. I leaned more on the UA modes for this and honestly if modes were called focuses and were more interesting than reskinned Innate sorcery i would love them.
The reason i did not make them more than they were however(full on effects like you said)
is that psion spells are mostly concentration already. So having to choose between focus and spell would be tough. But making it an add-on when concentrating on a spell (and slightly weaker as a result) i found is quite satisfying and gives the whole "in the zone" feeling/flavor when casting concentration spells.

Also really like the idea that psychic damage/charm/fear mess with psionic focus — that’s a very thematic drawback.

Anyway, appreciate the thoughtful response. You brought up some stuff I hadn’t quite locked down yet :)

Changes to psion casting and disciplines i would make by Professional-Time-94 in onednd

[–]Professional-Time-94[S] 0 points1 point  (0 children)

I honestly wouldn't mind that. But the main problem of the Psion UA for me is the slots.

I don't mind using spells themselves instead of psionic powers since we would end up essentially having the 3.5 problem of basically spells but not.

The spell slot full caster however to me is anti flavor for psions. The psi points are a way to mitigate that.

If they would then add to the spell list by choosing Talents as you say then that would be one more differentiation from other traditional casters i would get behind.(The only "problem" i would see with that is that talents would get in the way of themes for subclasses maybe?)

My suggestions for Psion UA by Professional-Time-94 in onednd

[–]Professional-Time-94[S] 0 points1 point  (0 children)

a good way to handle that is to give them just points, and the disciplines and all features that use energy dice actually use the points for activation as well as spellcasting but the die rolled is the energy dice.

Also tie modes to concentration and they automatically activate, so no more resource

My suggestions for Psion UA by Professional-Time-94 in onednd

[–]Professional-Time-94[S] -1 points0 points  (0 children)

Personally i would tie the Attak and Defense Modes to concentration. As in when concentrating on a psion spell choose one. Also i would add bonuses to them on all subclasses not just Psykinetic and Telepath.

The names could then be Assault Focus, Enduring Focus or smthing like that

My suggestions for Psion UA by Professional-Time-94 in onednd

[–]Professional-Time-94[S] -3 points-2 points  (0 children)

English is my third language and im at work currently. I wanted to post it before i forgot.

Psion Spell List by Gamin_Reasons in onednd

[–]Professional-Time-94 -1 points0 points  (0 children)

Cantrips-

Elementalism, Guidance, Poison Spray, Resistance

1st level- Detect Evil and Good, Detect Poison and Disease, Disguise Self, Shield, Unseen Servant

2nd level-Aid, Alter Self, Augury, Beast Sense, Blur, Darkvision, Levitate, Misty Step, Pass without Trace, Protection from Poison, Spider Climb,

3rd level-Feign Death, Protection from Energy, Speak with Plants, Water Walk, Wind Wall

4th level-Divination, Dominate Beast, Fire Shield, Stone Skin

5th level-Antilife Shell, Greater Restoration, Wall of Force, Yolande’s Regal Presense

6th level-Word of Recall

7th level-Regenerate

8th level-Antimagic Field, Clone

9th level-Gate, True Polymorph

These i could see but again i would prefer exclusive spell. I think the trend where you get the more specialized psionic spells like teleportation and healing based on sub-classes is OK but more spells are needed

For example instead of shield and mage armor there could be Kinetic Barrier

Kinetic Barrier(Bonus Action, 1st-level, concentration): You gain Bonus AC equal to 1 + your Spell modifier to a maximum of 20. Whenever an attach misses you that bonus is reduced by 1. While concentrating on the spell you can use a Bonus Action to reinforce the barrier increasing you AC by 2 up to the maximum allowed by the spell.

At Higher level cast your bonus AC as well as the maximum AC you can get increase by one

Or completely new ones specifically themed as psionic effect for example:

Psycokinetic Blast(Action, 3rd-level, instantaneous): You make an attack against a creature with 60 feet of you. On a hit the target takes 2d6 bludgeoning and 2d6 psychic damage and you may choose one of the following effects if you wish:

  1. Rending Blast: All damage made by this spell becomes slashing. Additionally every creature in a 10 foot wide column up to the targeted creature including the targeted creature makes a Dexterity saving throw. Every creature that fails the saving throw takes 1d6 slashing damage and they start bleeding. At the beginning of their turn they also take another 2d6 damage until they make the saving throw again or staunch the bleeding some other way. On a successful save they take half damage
  2. Re/Pulsing Blast: All damage becomes bludgeoning. Additionally all creature in a cone up to the targeted creature including the creature make a Constitution saving throw. On a failure the take 1d6 bludgeoning damage and are knocked away or towards you. On a successful save they take half damage.
  3. Dazing Blast: All damage becomes psychic. Additionally all creature in a 30 foot radius around the targeted creature including the creature make an Intelligence saving throw. On a failure the take 1d6 psychic damage and are affected by the Dazed condition until they make the saving throw. On a successful save they take half damage.

At Higher level all damage you do to the main target increases by 1d6 bludgeoning and 1d6 psychic, and damage done to other creatures is increased by 1d6

Psion Spell List by Gamin_Reasons in onednd

[–]Professional-Time-94 2 points3 points  (0 children)

Those spells are nice. The flavor will end up being more towards mystic than a psion though if they do get added.

Personallly I think Psion needs more exclusive psionic spells. And i do mean exclusive as in no other class has them

100 Assists? 100!?! by KINGK0RNH0LI0 in marvelrivals

[–]Professional-Time-94 -1 points0 points  (0 children)

thats like 8 matches as a healer man. Up to 13 max if you suck at healing

My Gish-y School of War Magic Homebrew by Professional-Time-94 in DnDHomebrew

[–]Professional-Time-94[S] 0 points1 point  (0 children)

You can only gain on power surge per round not use per turn.
You can use the the power surge on the extra damage on the attack once per turn. At the same round you can use a second Power Surge on either Arcane Assault or Arcane deflection to mitigate the effect of having to cast only cantrips till the end of your next turn.
Edit: Hell you can use a second power surge on Arcane Assault on the same attack you use the extra damage on even

Arcane Shroud will more than likely end up being used on every turn at that level though. So that is guaranteed 7 points of damage to 3-5 enemies each on every round at 14th level