So, round 2 of the Mystic finally came out. I never analyzed the mystic’s first appearance on this blog, which serves me just fine. It was five levels, so I didn’t really have much to analyze. And although I think it’s a really ambitious class, I don’t think I lost anything by NOT analyzing it. Especially when there are others who do it on a regular basis, and are, frankly, really good at it.
However, now the second round is out. It’s got ten levels, instead of five, and we now have a whole host of disciplines to look at, instead of just the few that were included in the five-level build.
But I’m still not examining it. Not in a traditional sense, anyway. If you want a point-by-point breakdown of the class, then go ahead and take a gander at Harbinger of Doom’s review. It’s really quite thorough and he has a better head for class balance than I. Instead, I’m going to take this opportunity to talk about a topic that’s definitely related to the Mystic, but is definitively more broad in scope.
I want to talk about incentives. Specifically, mechanical incentives in game design. This isn’t going to be a topic about placing incentives in adventures to get players to do things. Rather, it’s going to be about the various different incentives that are placed in classes, races, and feats that encourage certain styles of play. Continue reading