D&D Rules Cyclopedia - Are You Ready to Embrace the Mystic’s Discipline?

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Legion of Myth

Legion of Myth

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The mystic class in the D&D Rules Cyclopedia is your guide to enlightened fighting. Could these focused techniques be your secret to outsmarting foes? Click now to unlock the mental and martial path.
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Пікірлер: 6
@LegionofMyth
@LegionofMyth 19 күн бұрын
In what type of campaign setting would the Mystic’s skills really shine, and what makes it special?
@mondohand71
@mondohand71 15 күн бұрын
🤘🏽🤘🏽
@anarionelendili8961
@anarionelendili8961 12 күн бұрын
The asterisks next to the HD are for the special abilities that the dragon has, such as the breath weapon and resistance to their own breath weapon damage type.
@kevinsullivan3448
@kevinsullivan3448 14 күн бұрын
Rolling dice in Monopoly slows down game play...
@Omenowl
@Omenowl 14 күн бұрын
The saving throw looks reasonable for 16th level however compared to a 36th level it sucks. Also this is a type of character which would work for beowulf or achilles that use their fists to fight monsters. The downside is they are level capped and everyone is looking at beyond level 9 rather than the first 8 levels. Note the mystic is still limited to affecting hit dice 16 or less with gentle touch and I believe it still gets a saving throws and usable once per day. And their saving throws are not as good as others. Note the armor class sucks more than other classes than thief and magic user as clerics can get AC 2 with armor at level 1 and same with fighters before you hit 9th level. Note ring of protection, shield, and armor can knock the AC well below the mystic and same with weapons at similar high levels. Your mystic is a liability in combat other than ranged weapons for several levels because they can die so easily based on AC. One last thing everyone is ignoring is the experience on treasure. Unlike other party members who can afford henchmen and hirelings (which was a staple of 1e and BX) to go along with the party the mystic must choose between having henchmen or gaining xp. The reality is the mystic is for a party that has plenty of PCs and NPCs. They are somewhat of a liability until higher levels as they don’t bring much besides another attacker and a backup thief. I would say you bring a new mystic with a high level adventuring group so it can go up levels quickly (typically XP to go from level 7 to 8 is the same as going from level 1 to 7). That said is I wouldn’t let players choose a mystic until they are well experienced. They would likely feel frustrated if this is their first character. To be fair some mechanics in some systems do slow down game play. It depends on what the group wants for their gameplay experience on how much is acceptable.
@anarionelendili8961
@anarionelendili8961 12 күн бұрын
Copying my Mystic comments from elsewhere... Mystics I'll say it, these are AD&D Monks. Shaolin monks with improved martial arts, and I hate them in my more western-style fantasy world. It is knights in shining armor, not guys with shaven heads kicking people through the mountain side! I also feel that they are not properly balanced against the other character classes with their 36 levels, and some of their abilities are very unbalanced, too, like the no-saving-throw Gentle Touch causing, e.g., charm or death. To make it worse, the way it is worded: "more Hit Dice than the Mystic's experience level" gives leave for rules-lawyers to argue that they should be able to handle 36th level characters with a mere friendly handshake, since they only get to roll nine Hit Dice and then it is just a flat HP bonus... Also, if weapon mastery rules are not in use, the Mystics will outdo the fighters easily in damage potential, too. Indeed, they probably do more than the level-equivalent fighter soon enough even with the weapon mastery rules. Also, the Mystic's multiple attacks do not have the same limitation mentioned as the Fighter's do, another bonus for the Mystic.
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