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New PH3 Class....The Psion!

Was the augment/pp system for Psionics always present through the editions? Anyone know if it was done just to be different from magic, or if there was a specific reason for it?

I am just curious why Psionics in D&D has always been associated with the PP/augment thing. I can't really think of the 'augment' eever popping up in fiction.

It's a legacy item.

I'm not familiar with pre-2e psionics, but back in 2e, they used a version of Power Points called Psionic Strength Points. Back in those days, you rolled a check akin to a skill check to see how you did. Power Score was an augmented effect. Then you could also have a fumble effect.

The 3.0 psionics were very disappointing, being a bit too much like a spellcaster, in my opinion. I'll let others discuss this version.

When they came out with the 3.5 psionic rules, I was pleasantly surprised. Power points and power advancement were similar to the 2e version, but they balanced it all out nicely so that powers had levels like spells did. You saw how powers could be augmented, which was a nice throwback to Power Scores. It was what I liked of 2e blended in to what I like of 3e.

To me, there are a few things that make the psion iconic. Power points and augmentation are two of them. Now, I would like to see more of the psionic disciplines from prior editions, but I think we'll see that more with other classes and whenever they write up Psionic Power.
 

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Is it me, or is the psion going to get boring? Because you only get 3 powers an dyour dailies.

You also get utilities (and boy are they good - one of the lvl 2 ones is essentially shield+ and shield is already one of the better utilities in the game), plus encounter powers from your disciplines.

Also, the augment effects make the at-wills comparable to "themed" encounter powers as well (i.e.: a good comparison would be that if scorching burst is comparable to a psion at-will, then that at-will + augment would be comparable to fire shroud).
 

Can I just throw out that the art is terrible? I don't mean that the artist is bad per se, I just don't like that halo-style. None of the three made me feel compelled to play this class... yeah yeah, i know... I don't mean to sound so shallow but

33173.jpg


way cooler. I'll have to let those I'm a Psion I have crazy Mind Halos pieces of art sit a bit before I can objectively consider the class ;)
 

I really like the fact that they have finaly broken the power structure for the psion. It helps answer one of the most common complaints about 4e, i.e. that all the class feel the same.

Too bad they did not venture earlier in that area. I can see Wizards as having a few at wills, no encounters and almost all dailies and the reverse for fighters (mostly at wills and perhaps no daily) to really bring back the flavor of the earlier edition for these classes.

Add this to perhaps a few more conditions and I would be really happy with the variety ...

I hope they do venture in that area as well for PH3 but it doesn't sound likely at the moment.
 

Can I just throw out that the art is terrible? I don't mean that the artist is bad per se, I just don't like that halo-style.

What causes the halos? Is that just an effect that pops up when they use their powers? Or could that be an ioun stone? Artistic liberty? I didn't see mention of the halos in the article.

I think the one thing flavor-wise that I would like to have seen more is more crystals. That was a cool theme back in 3.5. Yes, they have orbs, but does that really cover that theme?
 

Was the augment/pp system for Psionics always present through the editions? Anyone know if it was done just to be different from magic, or if there was a specific reason for it?

I am just curious why Psionics in D&D has always been associated with the PP/augment thing. I can't really think of the 'augment' eever popping up in fiction.

A quick history of psionics in D&D:

Psionics were introduced to original D&D in the Eldritch Wizardry suppliment along with Druids, Demons, and Mind flayers. They were basically an add-on to your normal abilities and having them reduced other abilities. Theives for instance were less dexterous depending on how much psionics they had. You roll for your 'chance' (8%?) of having psionics and gained some attack/defense modes (kind of a rock paper scissors of who gets the upper hand in combat) and some other powers. The cost of using psionics was x number of psionic points per round. Interestingly, back then which powers you could get were based on class. There was one power list for fighters(including Paladins, rangers) plus thieves(including assassins), one list for mages, and one list for clerics. Druids and Monks did not have psionic potential, nor did non-humans.

The jump from OD&D to AD&D 1st edition was pretty straight forward. You still rolled for your chance to have psionics but your chance was even less. What were 'basic/superior abilities' (powers) became 'Disciplines' of either the 'Devotion' level or the 'Science' level. You still had a pool of points and a set of combat modes. Psionic combat isn't pretty. Basically an use of psionics lets everyone else who is psionic nearby know you are there and they usually come running. Once in psionic combat, there was a pretty good chance that you were going to at least put someone in a coma or be there yourself. If you lost and were resurrected, your psionics would be gone.

AD&D 2e kept the roll for psionics option but added in the option to have it in a class: The Psionicist. As a class, the psionicist actually resembled a supernatural rouge in that he was lightly armored, wasn't carrying around a whole lot of tools of the trade. It didn't hurt that the psionic system was something of a skill based system using the same structure as Non-weapon profeciencies (as they were called back then). 'Discipline' stopped refering to Powers and instead became the way Sciences and Devotions were categorized.. Telepathy, Psychometabolic, Clairsentience, etc. The psionic combat system became the corner stone of the Telepathy discipline as you needed to beat a psionic opponent in psionic combat if you wanted to use a telepathy power on them.

D&D 3.0 kept the disciplines for the most part, replacing the Metapsionic discipline with the 'metacreation' discipline. The uses of the old discipline had more or less been subsumed by the d20 feat system and this helped spread out what would otherwise be a very large telekinetic discipline. You no longer roll for wild tallent, instead handling this through multiclassing. Psionic points stayed with point costs for powers now mapping pretty much to spell levels. Psionic combat did its best to keep the deadly rock paper scissors feel by dealing ability damage. This became even more deadly when you took into account that each discipline was now tied to an ability score. (Yes, there were strength based casters).

D&D 3.5 ditched combat modes, turning them into telepathy powers. Wild tallents could be handled either through multiclassing or with a feat. The multiple ability requirement was removed, making psions INT based, Wilders CHA based, and pretty much all other psionic classes WIS based. The augmentation mechanic was put in place primarily as a method of dealing with power scaling (Fireballs do 1d6 per caster level. In a spell point system you have to pay for those extra dice). Finally, they added a 'psionic focus' mechanic which was really readying a little extra oomph in your mind. I'd probably do it as a stance in 4e.

I don't think I've covered everything but hopefully this covers the highlights for you.
 

Limitations are not a bad thing. They promote consistency and ease of use. Just think of the new guy trying to learn 4E. Having multiple subsystems creates confusion and raises the perceived entry level. Limitations also promote balance. While it is not impossible to balance with different rules, it tends to create more imbalances and more perceived imbalances (The "Whoa, I can't do anything like that!" factor)

I agree that limitations aren't always a bad thing. But they also aren't always necessary. And as I said, I agree that most classes should follow the pattern 100%, but I don't think they all need to.

And no, I don't believe that having a complex class like the psion is a barrier to entry. It's in the third PHB! A new player shouldn't be starting with it, but an experienced player might very well appreciate a change of pace.
 

Is it me, or is the psion going to get boring? Because you only get 3 powers an dyour dailies.

I mean, sure, you can augment the at wills, but that's basically like having three tricfks and those three tricks just get m more powerful the more you pump into it. It stil means that your options in a fight.

You also get utility powers. And, you don't stick with just three at-wills the whole time. You replace old at-wills with a relatively new concept of higher level at-wills. So, it will not be nearly as boring as it seems based just on a rough description.
 

I just had an idea bout Psionics and a way that the powers could work, not saying that's going to happen this way.

The At-Will's are modified by the encounter powers and the daily in a stackable fashion.

For example, an At-Will called Id-Insinuation would affect one target, but expend that encounter and it's a close blast.

I'd have Utilities be Major Psionic Disciplines (Sciences) and some form of ritual like ability to be Minor Psionic Disciplines (Devotions).

I think I got pretty close.

I called Id-Insinuation as an at-will.
 

AD&D 2e kept the roll for psionics option but added in the option to have it in a class: The Psionicist. As a class, the psionicist actually resembled a supernatural rouge in that he was lightly armored, wasn't carrying around a whole lot of tools of the trade. It didn't hurt that the psionic system was something of a skill based system using the same structure as Non-weapon profeciencies (as they were called back then). 'Discipline' stopped refering to Powers and instead became the way Sciences and Devotions were categorized.. Telepathy, Psychometabolic, Clairsentience, etc. The psionic combat system became the corner stone of the Telepathy discipline as you needed to beat a psionic opponent in psionic combat if you wanted to use a telepathy power on them.

AD&D 2e also had a revision in the Skills and Powers book. In there, powers worked pretty much as normal, save that you had MTHAC0 and MAC (Mental THAC0 and Mental Armor Class). In a sense, it's like making an attack vs. Will defense.
 

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