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The
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is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
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Would you like there to be a new publication of Dark Sun?
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<blockquote data-quote="Bedrockgames" data-source="post: 8978429" data-attributes="member: 85555"><p>You make a fair point. I was half joking. But the main issue actually with Psionics from that era, at least from my memory, is there were some overpowered things in it you could get at early level (in fairness this was debated a lot so it isn't like everyone agreed) and it was a whole other system to learn on top of the existing magic system (which probably would haver been a challenge with any new psionic subsystem unless it were especially simple). I think the other aspect of this is its infrequent use. If you weren't playing Dark Sun, in most campaigns psionics only really came up with certain types of monsters. So it was a little like grapple in 3E where its infrequent use meant you looked it up and re-learned it each time (whereas wizard spells were used in every session all the time so it just baked into your brain more). My honest memory of the time was some players loved it, some found it challenging, and GMs were often annoyed by some of the power level spikes in it. </p><p></p><p>To you point about other aspects of 2E, it certainly wasn't doing anything that unusual in terms of that system. I have no issue with THAC0 and I have no issue (even welcome) different subsystems for unarmed combat, initiative, NWPs, etc. It wasn't a game built around a core mechanic, though the d20 roll was obviously the central thing, you had all these parts of the game that functioned and felt completely different (which I think has the advantage of literally feeling different, and of being easier in terms of designing it to work a particular way-----sometimes the d20+number against+modifier against TN in later editions felt like fitting a square peg in a round hole for certain actions to me. </p><p></p><p>Actually my biggest 2E pet peeve wasn't psionics, but the skills and powers book (which lots of people loved, but I always found it incredibly hard to incorporate into games as a GM without radically changing how things felt).</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 8978429, member: 85555"] You make a fair point. I was half joking. But the main issue actually with Psionics from that era, at least from my memory, is there were some overpowered things in it you could get at early level (in fairness this was debated a lot so it isn't like everyone agreed) and it was a whole other system to learn on top of the existing magic system (which probably would haver been a challenge with any new psionic subsystem unless it were especially simple). I think the other aspect of this is its infrequent use. If you weren't playing Dark Sun, in most campaigns psionics only really came up with certain types of monsters. So it was a little like grapple in 3E where its infrequent use meant you looked it up and re-learned it each time (whereas wizard spells were used in every session all the time so it just baked into your brain more). My honest memory of the time was some players loved it, some found it challenging, and GMs were often annoyed by some of the power level spikes in it. To you point about other aspects of 2E, it certainly wasn't doing anything that unusual in terms of that system. I have no issue with THAC0 and I have no issue (even welcome) different subsystems for unarmed combat, initiative, NWPs, etc. It wasn't a game built around a core mechanic, though the d20 roll was obviously the central thing, you had all these parts of the game that functioned and felt completely different (which I think has the advantage of literally feeling different, and of being easier in terms of designing it to work a particular way-----sometimes the d20+number against+modifier against TN in later editions felt like fitting a square peg in a round hole for certain actions to me. Actually my biggest 2E pet peeve wasn't psionics, but the skills and powers book (which lots of people loved, but I always found it incredibly hard to incorporate into games as a GM without radically changing how things felt). [/QUOTE]
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