D&D General What is the right amount of Classes for Dungeons and Dragons?

And I'm going to say openly that the 3.5 Psion is fondly remembered because its casting system was outright better than the core 3.5 casters. So lead to a positive play experience. But those are nostalgia goggles for the mechanics and now everyone has flexible spell levels and slots and upcasting - and the Aberrant Mind is better at fulfilling the themes of a psychic character (rather than a good generic caster) than the psion ever was.
It was the first time it really got a playable and fun version of the archetype, which does need to be noted. 1E and 2E psionics are infamously a lot of a hot mess, and 3E's wasn't the best. 3.5E made a fun, enjoyable class, which given how 3.5E is the "Banning the PHB classes results in a more balanced game than the opposite" edition, is saying something
 

log in or register to remove this ad

And I absolutely do not want a psionic base class. I'll take three (as long as we do better than either the 3.5 Wilder or the 3.5 Soulknife for the second and third) but I consider zero to be a huge improvement over one.

This is because when you only have one class that uses a power source you are making some very important decisions (like number of hit points, proficiencies, and playstyle) about what the overwhelming majority of people using that power source do and implying they are almost all the same. I consider Professor X and Psylocke being members of different classes to be a good thing. Which means that it's three classes or a collection of subclasses for me if we want to explore what psionics actually are.
the wilder has no niche, two would be better the caster and a half caster.
we would have cub classes by default.
what sub classes would you define
 

So everyone

Is the Duelist/Swashbuckler it's own D&D class?

  1. Add INT (3e and 4e) or CHA (4e and 5e) to unarmored or light armor AC
  2. Deals bonus damage with finesse or light weapons
  3. Proficiency (and later Expertise) in STR, DEX, and CHA skills
  4. Anti-opputunity attack class features
  5. High Initiative
 

So everyone

Is the Duelist/Swashbuckler it's own D&D class?

  1. Add INT (3e and 4e) or CHA (4e and 5e) to unarmored or light armor AC
  2. Deals bonus damage with finesse or light weapons
  3. Proficiency (and later Expertise) in STR, DEX, and CHA skills
  4. Anti-opputunity attack class features
  5. High Initiative
Personally, I liked this being a Rogue thing. 4e called it the Artful Dodger.

Edit: Huh, my 10,000th post. Surprising.
 
Last edited:

We have the older spellcaster, the psion, who's been in this game since before I was born, and bring it to the modern edition. Like, at least the Warlord I get people don't like it because its a 4E thing. Psionics have been "This is distinct from wizardly magic" in this game since 1978. They're not Arcane spells. They're psionic spells, and this has been defined this way for over 40 years.
And Aberrant Minds cast psionic spells. The psion (whether 2e, 3.0, or 3.5, so 33 years not 40) looked like a wizard, talked like a wizard, had hit points and spell slots like a wizard, and wore armour and used weapons like a wizard. And cast spells almost entirely like a wizard ... other than from a different list that was frequently full of things like "Charm, Psionic". And the only substantial differences were:
  • They used a "manifester level" not a caster level
  • They used a display not components
  • They used power points not spell slots - and could occasionally be upcast
This is as much a lazy knockoff of the wizard as the 3.0/3.5 sorcerer was. The key difference between the two being that Sorcerers were added as an excuse to give wizards more spells because they "shared" them, while Psions didn't share the word because it allowed you to add spells like Darkvision, Psionic, and fill column inches to sell more books full of crunch.

In 1e psychic powers were at least different to magic spells - so 40 years isn't true. They were just very bad mechanics.
And, yeah, y'know what? Wizards should lose a lot of spells. They should get an identity that isn't just "Grab bag of spells in the game"
Wizards and sorcerers do have an identity that isn't just "Grab bag of spells in the game". Admittedly it took about a decade for sorcerers to get one. (4e as ever delivering the fluff). But wizards casting their spells out of books allows them to change up their spells in a limited way and to cast rituals without having them prepared.

But if we're talking about identities in mean terms Psions need one beyond "Power point casters" (Aberrant Minds are) who use psychic spells (Aberrant minds do), have no V,S, M components (again Aberrant Minds do) and are an excuse to print and sell you new spells and reprint spells with a splash of paint such as Grease, Psionic. Aberrant minds cover the entire mechanical identity of Psions that's not a naked cash grab to sell more books and bloatware.
Extrapolating this, all magic being the same, implies that divine magic is just the same again.
Divine magic is just spells. It's just a different spell list.

But there are significant differences beyond that between a Cleric and a Sorcerer. A cleric traditionally stands in the front lines, wearing heavy armour, bashing people over the head with maces, and can change up their spells on a daily basis. Even when we make the Sorcerer a Divine Soul Sorcerer so their spell lists thoroughly overlap it's generally possible at a glance to tell the metamagicking Divine Soul from the beefy and armoured cleric.

Meanwhile there is minimal difference between a sorcerer and a psion. Both stand in the back lines with the lowest possible hit dice, wear no armour by default, and are about as inept with weapons as it is possible for a playable class in D&D to be. They hang around in the same place at the battlefield, wearing the same clothes, using the same weapons, and doing the same things (casting backline spells) that refresh on the same daily cycle with many of them having almost the same name, such as Banishment and its knock-off Banishment, Psionic. Both can upcast and neither of them can readily change up their spells the way a cleric or wizard can.

This means that when we open up the more psionic spells to the sorcerer and give them the tiny pieces of fluff of no components and of outright power points there is nothing left of the active identity of the Psion. They walk alike, dress alike, cast alike, cast the same spells, and can change their spells in the same way and on the same cycle.
I'm grabbing your argument and applying it to an identical case but another class that, let's be honest, has less differences in the game's history than the differences between psionic spells and wizard spells. Its a perfectly applicable argument, especially because cleric spells and wizard spells are structured the same, and at least psionic ones have been structured differently in the past. I absolutely don't want to look at any of those old structurings (3.5E and 4E psionics should be the go-to), but its a well established thing.
4e psionics were annoying. As a 4e fan psions were one of the things I don't want to see - and although I'd like to see a redone Battlemind it takes working from scratch.
See, this is the thing. "Its magic therefore its wizard stuff". Guess what else is magic? Cleric spells. You want to merge those in as well?
Divine Soul Sorcerer already has them. They don't have all cleric spells and all psychic spells at the same time. But they have them and it doesn't threaten the cleric.
"Its magic therefore its just a wizard" hits the cleric exactly as much as it hits the psion.
But the cleric is wearing heavy armour, carrying a shield, and has a d8 hit die. Meanwhile the psion has the same hit die as the wizard (or sorcerer), and is wearing robes like the wizard and wandering around the back lines like a wizard. The basic attack might be the same - but gets stopped by the cleric's (literal) armour. The psion is making death saves.
And psionics is another source. If clerics are safe from the 'merge into wizard' bat due to the different source, then so are psions.
It's not source that keeps clerics safe. And it's not "merging into wizard", it's "Merging into sorcerer". As mentioned you can and they have merged the entire cleric spell list into Divine Soul Sorcerer and it does not threaten the cleric class because a cleric does not behave like a wizard or sorcerer.
 

The 3.5 Psion is indeed very popular, and I am surely not an opponent. A player of mine brought one up to 40th.
While the point system is very intuitive and ironically reminds people the system standard mages, sorcerers and wizards use in popular videogames (often called mana; see also the 3.5 SRD for spell points for such system in your PHB classes), there is some caveat.
Keeping it under Epic (at 20th), a psion has 343 points, and with an Intelligence of 28 gains an additional bonus 90. Those 433 points can be spent for up to 25 manifestations of level 9 powers; or alternatively 10 lvl 9th, 10 8th and ~8 of 7th. A sorcerer or a shugenja will have at those slots 1 bonus spell with the equivalent Cha score, for a total of 7 of 9th, 8th and 7th.
Firstly did you ever work out how the Psion got 343 power points? Because I did. They turned the number of spells a wizard would have from slots into points and got to 343.

But what this means in practice is that the psion gets to go full spam while still juggling however many psychic spells. This is not a good thing (and the 5e warlock gets all the benefits while being much more mechanically interesting with lower overheads).

However if you want power point casting The aberrant mind does that. It's a different formula but it's still power point casting.
 

Magic can take on a variety of forms in D&D. Arcane, divine, primal, psionic, etc. I want a psionic base class and if they use 95% of the spell system with a few tweaks, that'd be all right with me. I don't complain arcane and divine magic is mechanically the same, I won't if psionics is too. I just want better than a sorcerer subclass.
This is where I am at in the whole psionic debate. I would prefer something more than a sorcerer subclass and being forcefully told - if not shouted at - in this thread that it's the best option. (I disagree that it is.) I would want a new class that is built from the ground up with a psionic theme in mind, where the whole aberration theme is optional or part of a subclass. It would not be difficult from there to add 1/4th psionic casters as subclasses to other classes from there.

I would personally prefer that the Psion/Psychic used Wisdom rather than either Intelligence or Charisma (we have enough of those), as I believe that Wisdom better represents the Extrasensory Perception, Intuition, and Mysticism aspects of Psionics/Psychics.
 

This is where I am at in the whole psionic debate. I would prefer something more than a sorcerer subclass and being forcefully told - if not shouted at - in this thread that it's the best option. (I disagree that it is.)
There are two separate things here and I for one am only objecting to one of them:
  • A new psychic base class
  • A Psion
I have never said that a new psychic base class is a bad idea in and of itself a bad idea. It's when people start saying they want a Psion that I object because the Psion is something that already existed in 2e, 3.0, and 3.5 and calling on one is calling back there.

The Psion was three things at the same time:
  • A genuinely good D&D knockoff wizard class because its casting method was better than Gygaxo-Vancian casting
  • A thematic psionic class
  • A cynical cash grab to convince people to buy more books by extruding more shovelware spells, many of them being things like "Dominate, Psionic"
Now the thing is the Psion was a good caster class - but where it was good has already been adapted into base 5e casting; 4e wizards cast more like 3.5 psions than they do 3.5 wizards. Flexible slot use, and upcasting.

The Psion was also a thematic class - but they were clearly wizards with the serial numbers knocked off. Almost all the parts of them that were thematic (other than for certain specific spells) are already in the game with the Aberrant Mind.

Which means that just about all that's left of the psion that hasn't been included in 5e already is the cynical cash grab allowing the authors to fill 70 pages full of shovelware spells like Sequester, Psionic. And that can stay out of the game thank you very much.
I would want a new class that is built from the ground up with a psionic theme in mind, where the whole aberration theme is optional or part of a subclass. It would not be difficult from there to add 1/4th psionic casters as subclasses to other classes from there.
But what is the playstyle? We already have two low HP unarmoured casters who hang in the backlines and sling slotted spells at people. What does this new psychic class do other than say "Hi! Look at me! Aren't I special because I'm a psychic class slinging psychic spells not a sorcerer slinging psychic spells?"?

And this is why I brought up the Mystic as a vast improvement.
 

There are two separate things here and I for one am only objecting to one of them:
  • A new psychic base class
  • A Psion
I have never said that a new psychic base class is a bad idea in and of itself a bad idea. It's when people start saying they want a Psion that I object because the Psion is something that already existed in 2e, 3.0, and 3.5 and calling on one is calling back there.

The Psion was three things at the same time:
  • A genuinely good D&D knockoff wizard class because its casting method was better than Gygaxo-Vancian casting
  • A thematic psionic class
  • A cynical cash grab to convince people to buy more books by extruding more shovelware spells, many of them being things like "Dominate, Psionic"
Now the thing is the Psion was a good caster class - but where it was good has already been adapted into base 5e casting; 4e wizards cast more like 3.5 psions than they do 3.5 wizards. Flexible slot use, and upcasting.

The Psion was also a thematic class - but they were clearly wizards with the serial numbers knocked off. Almost all the parts of them that were thematic (other than for certain specific spells) are already in the game with the Aberrant Mind.

Which means that just about all that's left of the psion that hasn't been included in 5e already is the cynical cash grab allowing the authors to fill 70 pages full of shovelware spells like Sequester, Psionic. And that can stay out of the game thank you very much.

But what is the playstyle? We already have two low HP unarmoured casters who hang in the backlines and sling slotted spells at people. What does this new psychic class do other than say "Hi! Look at me! Aren't I special because I'm a psychic class slinging psychic spells not a sorcerer slinging psychic spells?"?

And this is why I brought up the Mystic as a vast improvement.
I would have been happy with a fairly straightforward conversion of the 3.5 psion. Start with the wizard chassis, give them spell points equivalent to slots, tailor the list to psychic spells and give them a no component variant in casting them. Not unlike what the artificer did. Yes it would not have changed the game fundamentally nor would it be the radical psionics system some wanted, but it would be a good compromise between reinventing the wheel and pretending a sorcerer is a psionic.
 

What I want to see happen -
* wizard spell list trimmed down, with a number of spells going to other casters. The wizard can then pick some back up with subclass spell lists. This will help make different wizard subclasses feel different from each other.

* an official way to have paladin, ranger and artificer use pact magic instead of half-caster progression, just like full casters can use a power point system. Which also implies a way for warlock to become half caster by implication, I suppose.

* My homebrew EL 12 rules to be printed in an official supplement (hey, I can dream).

* I want druids to have dragon magic, and shapeshift into a dragon. Actually, I kind of want to see more dragon stuff overall in Ranger and Barbarian too. I want dragons to be part of the inner planes, and Primal classes are the ones that tap into that. Which also means that Primal classes should get more genie magic too. I'd like to see more shadowfell/rot inspired stuff too.

* I want warlock to lean more into being a monster-magic "blue mage" type along with better emphasis on improving their pet options. What kind of infernalist can't even summon a hellhound or nightmare?

* If there is to be a third axis (martial, caster, X), then that third axis should be Technology. Artificer, Bard, Rogue, etc. should be redone in such a way that they're not casters. At which point, I would probably merge the Psion with Bard, but replace all spells with a UA mystic like system - you'd have your gemstone psychic, your bardic songs, your dances, your paintings and mimecraft and more. Artificer would go all in on being a gadgeteer or alchemist. Same with Rogue - I like Rogues having pocket sand, poisons, and mini-traps.

* sorry warlord fans, but I still think that Fighter should be tweaked into the Tactics class as a whole. Generals aren't promoteed out of nowhere, after all - they go to officer school and raise their way through the ranks like every other good soldier.
 

Trending content

Remove ads

Top