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Psionics Coming Soon To D&D?
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<blockquote data-quote="steeldragons" data-source="post: 7671717" data-attributes="member: 92511"><p>XP to @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=58172" target="_blank">Yaarel</a></u></strong></em> for the significant and thorough write up, though I do not agree with all of the mechanical suggestions (i.e.I do not want a psionic subclass on every class). A lot of it I heartily endorse and hope for.</p><p></p><p>I think "the most" are best served by a feat and a class with discipline-based subclasses: A Psionic Talent Feat (for the old school random talents feel) and a "Psion" class [which I would much prefer be called a Psychic] with Telepath,, Clairvoyant, Kineticist options.</p><p></p><p>OR a feat and limited (like 2 or 3) subclasses: Psionic Talent Feat, "Psion" Sorcerer (which does seem highly possible), Psychic Warrior Fighter...and that's pretty much it. Then, distinctions of discipline (a telepath vs. a telekinetic, a Jedi vs. a Psylocke) becomes a simple matter of personal "spell" choice, i.e. IF you want to play a telekinetic/telepath/seer, then [limit yourselves!] take spells/powers that you can justify with that flavor, somehow. Maybe with some guideline offered (like Telepaths should take Enchantment schools magic spells, maybe illusions, etc...). Obviously a few "psionics only" spells will be needed (like the classes now follow), but not actual separate spell/power lists and different [for the sake of being different]/new/psionicky names.</p><p></p><p>Then if you want to have ACTUAL "Psi-onics" to go with the random optional "modern" and/or sci-fi stuff in the DMG, add in a few "implants" or "genetic enhancements" [probably in a background/] to give "bionically enhanced pychics"...somethings?? Extra Skills? Ability Boosts? Point cost slashing [assuming the default system will rely on something resembling the "Sorcery Point" mechanic]? Something for a sci-fi psychic flavor/feel.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 7671717, member: 92511"] XP to @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=58172"]Yaarel[/URL][/U][/B][/I] for the significant and thorough write up, though I do not agree with all of the mechanical suggestions (i.e.I do not want a psionic subclass on every class). A lot of it I heartily endorse and hope for. I think "the most" are best served by a feat and a class with discipline-based subclasses: A Psionic Talent Feat (for the old school random talents feel) and a "Psion" class [which I would much prefer be called a Psychic] with Telepath,, Clairvoyant, Kineticist options. OR a feat and limited (like 2 or 3) subclasses: Psionic Talent Feat, "Psion" Sorcerer (which does seem highly possible), Psychic Warrior Fighter...and that's pretty much it. Then, distinctions of discipline (a telepath vs. a telekinetic, a Jedi vs. a Psylocke) becomes a simple matter of personal "spell" choice, i.e. IF you want to play a telekinetic/telepath/seer, then [limit yourselves!] take spells/powers that you can justify with that flavor, somehow. Maybe with some guideline offered (like Telepaths should take Enchantment schools magic spells, maybe illusions, etc...). Obviously a few "psionics only" spells will be needed (like the classes now follow), but not actual separate spell/power lists and different [for the sake of being different]/new/psionicky names. Then if you want to have ACTUAL "Psi-onics" to go with the random optional "modern" and/or sci-fi stuff in the DMG, add in a few "implants" or "genetic enhancements" [probably in a background/] to give "bionically enhanced pychics"...somethings?? Extra Skills? Ability Boosts? Point cost slashing [assuming the default system will rely on something resembling the "Sorcery Point" mechanic]? Something for a sci-fi psychic flavor/feel. [/QUOTE]
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