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<blockquote data-quote="Yaarel" data-source="post: 7610006" data-attributes="member: 58172"><p>Telekinesis is a theme that I love. It almost doesnt exist in Norse animistic psionics, but Telekinesis is central to modern psionics.</p><p></p><p>Unfortunately, D&D has never done Telekinesis well. The designers are kinda afraid of it, so they always overnerf it to the point of unappealing − absurdly high level, and ridiculously overregulated.</p><p></p><p>When I think of Telekinesis, I am thinking Luke Skywalker, X-Men Phoenix, also the movie Chronicle.</p><p></p><p>But when the designers are thinking Telekinesis, they are thinking Mage Hand and Telekinesis Push. (Heh, Yuck.)</p><p></p><p></p><p></p><p>The kind of Telekinesis I want to see in D&D is something that starts off as low-weight always on Telekinetic ability. Like Mage Hand but more fluid, so that it could lift a globule of water into the air, and shape it according the minds desire. This is something that a ‘spectral hand’ cannot accomplish. The 10 lb weight is pretty generous, and useful, for a low level an always on ability. Then while leveling, the higher slots allow for greater and greater mass to float and shape at will.</p><p></p><p>Even better than focusing on the math of ‘weight’ and trying to guess how much a random object weighs, the mechanics would be friendlier if instead focusing on size.</p><p></p><p>So at level 1, the Telekinete would float, shape, and manipulate any Tiny quantity or object. At the next tier, Level 5, any Small amount. At Level 9, Medium. Level 13 Large, Level 17 Huge. At Epic Gargantuan.</p><p></p><p>Unattended objects get no save. But creatures do. Perhaps a Charisma save (evil grin) to push back against the Telekinete.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7610006, member: 58172"] Telekinesis is a theme that I love. It almost doesnt exist in Norse animistic psionics, but Telekinesis is central to modern psionics. Unfortunately, D&D has never done Telekinesis well. The designers are kinda afraid of it, so they always overnerf it to the point of unappealing − absurdly high level, and ridiculously overregulated. When I think of Telekinesis, I am thinking Luke Skywalker, X-Men Phoenix, also the movie Chronicle. But when the designers are thinking Telekinesis, they are thinking Mage Hand and Telekinesis Push. (Heh, Yuck.) The kind of Telekinesis I want to see in D&D is something that starts off as low-weight always on Telekinetic ability. Like Mage Hand but more fluid, so that it could lift a globule of water into the air, and shape it according the minds desire. This is something that a ‘spectral hand’ cannot accomplish. The 10 lb weight is pretty generous, and useful, for a low level an always on ability. Then while leveling, the higher slots allow for greater and greater mass to float and shape at will. Even better than focusing on the math of ‘weight’ and trying to guess how much a random object weighs, the mechanics would be friendlier if instead focusing on size. So at level 1, the Telekinete would float, shape, and manipulate any Tiny quantity or object. At the next tier, Level 5, any Small amount. At Level 9, Medium. Level 13 Large, Level 17 Huge. At Epic Gargantuan. Unattended objects get no save. But creatures do. Perhaps a Charisma save (evil grin) to push back against the Telekinete. [/QUOTE]
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