Argo: Degenerate Matter - 200
Jotmon (HC 34/45 , RC 42/42 , IC 12/21 , EC 51/51 , RP 116/158)
Jotlock (HC 38/45 , RC 25/42 , IC 15/21 , EC 51/51 , RP 75/158)
Whatthetruck (HC 38/45 , RC 42/42 , IC 15/21 , EC 51/51 , RP 111/158)
And vorpal hits should send heads rolling, then bouncing along on the ground.
I don't think they can add this--sounds like a mess--but it sounds very xoriat-like. Not sure if there is a connection? Quests in which psionic enemies can hit you and that nice improved evasion or MRR/PRR means nothing?
Would psionics be based on a stat like Charisma? That would help out all those poor pallies and bards.
Wiki dashboard with some useful stealthplay links. LONG LIVE STEALTH!
Proud Knight of the Silver Legion, Cannith: Saekee (main) and some others typically parked at some level to help guildies and other players
SSI has published 2 games (Dark Sun & Dark Sun 2 in the Dark Sun campaign setting) where psionicist was one of several allowed class options.
You had 3 different disciplines (telepathy, psychometabolism & psychokinesis). Every character had proficiency with a discipline of his choice. Only a psionicist had access to all disciplines and could improve/ train powers.
Telepathy offered some mind protecting and manipulating powers. Psychometabolism offered some buffs (manipulating your own body by willpower) and limited healing capabilities. Psychokinesis offered offensive ranged powers.
Dunno. Maybe it's the computer adaptation and sometimes interesting concept don't translate well within that medium. Clerics, druids and wizards had a better spell selections. On the other hand psionicists didn't use spell slots, but used up psionic points. The amount of psionic points was determined by wisdom, intelligence and constitution (similar to spell points). Certain powers cost a set number of psionic point at use. Others had an additional cost factor for maintaining that effect for a longer period of time (e.g. a set numer of psionic points per round/ phase until not enough psionic points remained). I have to admit that psionics/ psionicists made certain encounters easier, especially when battling other psionicists.
On one hand an implementation as a global ehancement tree would allow everyone to train psionics and implementation would be comparably easier than any other solution. But is there a need to do it this way? Characters are already powerful with destinies, enhancement trees, etc. What would it bring to the table? If there are resources to implement such an enhancement tree, wouldn't it be possible to implement such a class as well? If such a class gets implemented how should the class be set up compared to the general enhancement tree?
A character that specialised in the telepathy discipline would mabye have a similar fate as enchanters. Psychokinesis could most likely end up being some kind of ranged DPS. Psychometabolism could benefit melee builds. There are some other powers I didn't mention (i.e. clairsentience), but they only shine in PnP where they could be used as story ploy.
Last edited by deuxanes; 03-19-2015 at 03:50 PM.
Yes, I agree with you. Psionic is a class, while Harper is the organization. I don't think turbine will add this to the global tree for that reason. But.. one of the interesting thing about psionic is that, they use supernatural powers. It's exactly the same like - how monks use their Ki. Psi powers are magical, but some of them are natural.. and treated like an action skill. Thus, it's not affected by any anti magics. Every characters (also monsters) in D&D hold this super power, but it doesn't mean everyone can use it. Even if you are a fighter or ranger, you have some sort of psi connection, and it's up to them to awaken it. I learned quite a lot about psi abilities. And I like how it's physical natural. Because it means, it could also be a global power. About stats -- first thing that comes in my mind is the wisdom, as they use mental power. 2ndly charisma (usually) and possibly Con/STR.
Oh - yeah, didn't mean to imply a mechanical overhaul - the code is the same - more or less-ish. It would be a massive CONTENT overhaul. Each Race would need to be added, alot of new "spells" would need to be added, new feats would need to be added, new classes would need to be added and balanced, alot of new trees (for all these new classes) would need to be added, new Equipment would need to be added (or alternate skins/tooltips provided). And that's just the DATA/Development side of things - each of the races would need skins, each class would need art for the tree, as would feats, equipment, consumables, etc. The art resources would increase significantly. It's CERTAINLY not beyond reason or anything, but it WOULD be on the magnitude of a massive expansion - IF done true to the PnP, which of course, the OP isn't suggesting.
Last edited by Maldrak; 03-22-2015 at 01:19 PM.
Just have a look what would be realistic to implement:
http://lucasabandonware.free.fr/manu...ed%20Lands.pdf
See pages 79 - 86. It's not really that much new stuff since lots of existing spells could be reused under a new name.
Pillars of Eternity is out in a few days, I am eagerly awaiting my steam keys and other stuff from kickstarter.
It has a Cipher class which is based on the DnD Psion.
I would like to see psionics added as part of an expansion to the Under dark where we get the Mindflayer city, connect ti Schyn thru one of the unused portals and develop a whole system of psionic combat that the Mind Flayers use where it bypasses PRR/MRR.