WayneLigon
Adventurer
ForceUser said:If you were going to design from scratch a homebrew setting with a heavy emphasis on psionics, what would you include from a world design perspective (classes, races, monsters, magic systems, religions, geography, variant rules)? What would you omit? Would it be a D&D/d20 game, or something else? What about such a setting would be exciting? What would potentially be annoying?
The only major race would be human in a sense, but varients would exist; the use of various transformational psionics on humans produces a few initially slave races. Goblins for skirmishers, orcs for an expendable stupid warrior class, ogres and even giants for shock troops. Some exotic and highly unlikely races originally made for pets or just because someone could. They're all rarer than humans, though the goblins and orcs breed very fast when they get the chance to accumulate enough resources.
The only magic is psionics, and it's a not-uncommon skill. Everyone knows someone with The Gift, at least, though really powerful users are still rare. Religion never really develops because the ability to sense and transform the environment is not something outside of human hands; likewise the secrets of the human heart are laid bare to the Gifted. They develop a deeply spiritual nature but never really go about naming gods and goddesses.
The Gifted become the natural rulers. Any psionic-capable class is at least some lower form of nobility just because they have the Gift. Because it can occur in anyone and does not run in families, the idea of family dynasties and such never materializes; instead, the basic social system is one of merit and skill.
Other classes exist of course. Fighters and Rogues are common.
Geography is much the same, though there might be a lot of untrammeled ground. The idea of ultra-powerful monastic telekinetics building a landmass, shifting a continent a few miles a year instead of a few centimeters, opening volcanoes in controlled eruptions, doing the Darkover thing of telekinetically ripping metal and mineral wealth out of the crust... too cool.
The most potentially annoying thing is much the same as in D&D: the infalible detection. Telepathy will create a real problem, but there are generally accepted to be more common ways around that than with magic: I'd have several feats for resistances or something. Or just variant rules about resisting mental invasion. (The image of the guy in Village of the Damned, picturing a brick wall in his mind, it crumbling as the kids burrow deeper and deeper.. that has to be included some how. Mental DR.. something..)