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Do you want psionics in your D&D?
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<blockquote data-quote="Celebrim" data-source="post: 7151558" data-attributes="member: 4937"><p>Argument by improper analogy. The problem with psionics is not that they introduce a new class to the game. The problem is that they introduce a new system to the game.</p><p></p><p>I hate trying to argue by analogy, but I'll risk doing so to try to show you why your analogy is improper. A psionic is not analogous to another sort of magic using class. A standard magic using class is to a class like psionic, as a class like fighter would be to a class like 'warrior' that used a pool of exploding d6's rather than d20's to make to hit rolls, and when it hit consulted charts to inflicted wounds and statuses based on degree of success rather than applying hit point damage.</p><p></p><p>If you look at a set of psionic rules, whether we are talking about GURPS or D&D, typically there are not only large questions around how psionics work differently than magic, but whether they are balanced with magic (typically, the systems are too different for them to be ever balanced), and most complicatedly at all, how they interact with magic. For example, do psionics work in an anti-magic field, and does spell resistance effect them? If you have something that makes you immune to the spell 'clairvoyance', are you also immune to the power 'clairvoyance'. If you find a wand of clairvoyance, and you know the power 'clairvoyance' can you treat the wand as having a spell that is on your caster list? And on and on and so on and so forth.</p><p></p><p>For myself, as a DM with simulationist leanings, equally problematic is explaining in game what exactly psionics are coherently alongside an existing coherently explained magical system. </p><p></p><p></p><p></p><p>No it isn't. Diversity is a neutral property. Diversity can either be good or bad depending on the context and sort of diversity we are talking about.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7151558, member: 4937"] Argument by improper analogy. The problem with psionics is not that they introduce a new class to the game. The problem is that they introduce a new system to the game. I hate trying to argue by analogy, but I'll risk doing so to try to show you why your analogy is improper. A psionic is not analogous to another sort of magic using class. A standard magic using class is to a class like psionic, as a class like fighter would be to a class like 'warrior' that used a pool of exploding d6's rather than d20's to make to hit rolls, and when it hit consulted charts to inflicted wounds and statuses based on degree of success rather than applying hit point damage. If you look at a set of psionic rules, whether we are talking about GURPS or D&D, typically there are not only large questions around how psionics work differently than magic, but whether they are balanced with magic (typically, the systems are too different for them to be ever balanced), and most complicatedly at all, how they interact with magic. For example, do psionics work in an anti-magic field, and does spell resistance effect them? If you have something that makes you immune to the spell 'clairvoyance', are you also immune to the power 'clairvoyance'. If you find a wand of clairvoyance, and you know the power 'clairvoyance' can you treat the wand as having a spell that is on your caster list? And on and on and so on and so forth. For myself, as a DM with simulationist leanings, equally problematic is explaining in game what exactly psionics are coherently alongside an existing coherently explained magical system. No it isn't. Diversity is a neutral property. Diversity can either be good or bad depending on the context and sort of diversity we are talking about. [/QUOTE]
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