What one should seek to do is entirely dependent on what end one wants to achieve.following your rationalisation to its logical conclusion just end with us not making anything and just playing a weak wizard, to seek to do something is important regardless of how likely we are to succeed.
Hell, it wasn't even logic. Making assumptions about new systems being broken messes isn't logic.Congratulations! You have successfully logiced your self out of doing anything interesting.
3e uses that as the default, but officially it can go either way and is completely up to the DM as they included an official variant rule that makes psionics different. It also was not magic in 3e by default. The transparency rule was about what happens when psionics interacts with magic, making psionics explicitly not magic. So the distinction was present from at least 1e-3e.Officially, psionics is magic.
This thread sometimes distinguishes between magic and psionics perhaps because of 1e and 2e.
However, 3e officially uses "transparency".
Logic with a faulty premise?Hell, it wasn't even logic. Making assumptions about new systems being broken messes isn't logic.
Maybe. It was all kinds of messed up, though, whichever way you call it.Logic with a faulty premise?
There is also the matter of resources. The more new powers you add to the game the more testing you need to balance them. And it's not a linear relationship, since each new power has to interact with the other new powers as well as all the old powers. One assumes @Morrus has fewer of those than WotC. On the other hand, people tend to be more forgiving of imbalances from 3PP.What one should seek to do is entirely dependent on what end one wants to achieve.
If the end sought is making an interesting psionics system for psionics fans, then as I pointed out myself, deliberately making something different and complicated and powerful is the correct thing to do.
But the question being asked by Morrus was not "how to make a psionics system for D&D to sell to psionics fans".
If the end sought is making a new game that strongly models some specific vision of a sci-fi world, and one is designing a psionics system from scratch to support that vision, something different and complicated and powerful is also fine.
But the question being asked by Morrus was not "how should psionics work to model (this specific vision of a sci-fi world)." Indeed, it would have been illogical to take the form of psionics to a poll in that case, since it should already be clear whether reskinned magic fits a specific vision.
However, if the end sought is taking D&D 5th edition, and publishing a "sci-fi" version of it, making the psionics system something very different and complicated and powerful is, simply, choosing to spend a lot of effort on reducing the market for the eventual published product.
@Morrus knows his own goal, presumably. How he pursues psionics should be directed by that goal.
I would still suggest we do not make the basic mechanics or math too hard so learning a new system is a quick as can realistically be.There is also the matter of resources. The more new powers you add to the game the more testing you need to balance them. And it's not a linear relationship, since each new power has to interact with the other new powers as well as all the old powers. One assumes @Morrus has fewer of those than WotC. On the other hand, people tend to be more forgiving of imbalances from 3PP.
If this is a "Level Up" related project (why wasn't it posted on the dedicated forum?) one assumes customers are already looking for increased complexity. It is already a niche product, so higher complexity is unlikely to hurt sales significantly.