MoonSong
Rules-lawyering drama queen but not a munchkin
How is this not a sorcerer?Finally, there is Psionics, which also does not originate in the weave. Instead, a creature generates the power themself.
How is this not a sorcerer?Finally, there is Psionics, which also does not originate in the weave. Instead, a creature generates the power themself.
When the Mystic was running around as a potential psionic class, I was pretty adamant that psionics should be mechanically distinct yet compatible with magic, using some other method of tracking other than spell slots and have abilities that spellcasters don't replicate and vice-versa.They’re just different spells. They’re spells, but from a different source and maybe a lil weird, but not really that special. Near as I can tell. I am sure I’m missing something because every time Dark Sun comes up there’s a grip ton of hand wringing about getting Psionics right. It just seems like spells to me. Spells with a different but not much different rule system. Sorcerer, but with unique spells. I don’t get why it’s a big deal and why it’s not just a different spell list. Help me understand. Or confirm, it’s just spells With a new name.
If you go back to 2nd edition, the edition that Dark Sun was originally made for, Psionics was different than magic in a number of ways:I am sure I’m missing something because every time Dark Sun comes up there’s a grip ton of hand wringing about getting Psionics right. It just seems like spells to me. Spells with a different but not much different rule system. Sorcerer, but with unique spells. I don’t get why it’s a big deal and why it’s not just a different spell list. Help me understand. Or confirm, it’s just spells With a new name.
That 'ephemeral way' is turning the game into incoherent bloated mess. If they actually added every class and variant mechanic these forums want, AD&D would start to look like a coherent game with unified design principles in comparison.Psionics is another one of those things in D&D where people either see the issue and want to fix it or don't see an issue and actively go out of their way to obstruct fixing it because adding something optional to the game is hurting them in some ephemeral way.
I tend to agree. I personally think the D&D magic system could use a rather large over hall thematically. However I am generally fine with them sharing mechanics. That being said, if I was going to hand out different mechanics I would do it between divine magic (clerics, paladins, maybe druids) and arcane magic. Arcane (of which I would include psionics) is spells, while divine magic comes through faith and prayer. So I would actually eliminate spell list for clerics and make their magic class features, like Turn Undead.Agree, but we should, there should be much more separation. There should be much more uniqueness. Frankly, wizards and clerics shouldn’t share ANY spells.
I don't disagree with this approach, I just feel like you could achieve that with spell mechanics. Either slots or spell points. It is really about catering the spell list and maybe a few other things IMO.I would prefer a non-spell-based psionics system.
Spells are discrete things. You cast fireball, and you get a 20-foot-radius ball of fire somewhere far away doing X amount of damage. You cast haste, and the target moves faster and can do more stuff. It is trivial to create a character who can do both of these things.
Psionics, at least to me, lean more on sci-fi and superhero tropes. In those, it is more common to have one (or rarely multiple) core power(s) that can be expressed in different ways. Xavier is a telepath. He can communicate telepathically, read minds, create mental blasts, create mental illusions, project astrally, and use his telepathy in a number of other ways. In the OG Marvel RPG, this was expressed as having the Telepathy power and a number of "Power stunts" based on that power. But he can't move things with his mind, or see the future, or walk through walls, or heal his legs.
My preference would be for a psionics system that used that as a core idea. The closest was 2e, where psionicists started out with a single discipline (telepathy, clairsentience, psychoportation, psychokinesis, or psychometabolism – I don't recall if you could take metapsionics as a primary discipline, but it would likely not have been a good idea even if you could). Even then you could branch out, but one discipline would always be primary.
Now, 2e psionics were far from perfect. The telepathy powers were too punishing for non-psionics, and the system was mostly too flat (1st level psychoporters could have, and probably would have, Teleport as a power – far shorter range than the spell, but still). But deep down, it's what I think of as being "right" for D&D psionics. Perhaps because that's where I started, but also because of this approach of powers being different expressions of a core discipline.
It's a fine line, maybe? I always saw innate spellcasting as a magical ability that is just built in to a race with magical origins.According to the 5e designers, psionics is a power source, like arcane and divine are.
Any power source can do an effect that is a spell, do an effect that isnt a spell but is magical, and do an effect that is nonmagical.
In 5e we see examples of psionic spells, such as the "innate spellcasting" of certain subclasses and monsters. We also see psionic class features that are magic but not spells.
Someone may have already said this, but psionics is a modern term meaning the use of psychic powers with electronic devices. It's not Victorian. Psychic is a Victorian, though, but has a much older origin.Yes, it is just magic. If you levitate things with your mind, it is magic. But for some reason some people want a completely separate parallel magic system because they have found a different word for magic. 'Psionics' is just a word Victorians came up when calling things 'magic' became too embarrassing.
So... don't buy those books instead of stepping on other people's fun?That 'ephemeral way' is turning the game into incoherent bloated mess. If they actually added every class and variant mechanic these forums want, AD&D would start to look like a coherent game with unified design principles in comparison.