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D&D General What’s The Big Deal About Psionics?

While you can, it is not the best approach. We could just have 4 classes, too.They have some structural similarities, but I find them to play mechanically differently due to the metamagic. Further, the RPG hooks of each class are VERY differernt. If you find that playing them is very similar to you, then there is a large part of the D&D experience that is available to you that you're not capitalizing upon.I've addressed this numerous times throughout this thread. I've been doing it for 30 years.

In my setting, a wizard uses their intellect and mental prowess to pull magic from the spell weave, craft and shape it, and turn it into their spells. A sorcerer's [heritage/taint] allows them to pull magic from the weave and through force of personality, force it into their spell. A psion generates power within themelf and then crafts it into their psionic abilities.

Psionics do not tie to the weave, and thus do not interact with magic that is built on the weave connection such as anti-magic (such as a beholder eye), detect as magical under detect magic, or get beaten by a counterspell. Their abilities, historically, have not relied upon 'spells' but have instead been crafted differently. The psion has a 'metagame' aspect when they battle other psionic creatures with the various psionic attacks and defenses being a 'rock, paper, scissors' (or boulder, parchment, shears) game where you can invest in a wider variety fo defenses at the cost of limiting your offensive capability, or you can use fewer defenses and gamble that the enemy won't attack with the right psionic attack to pierce your defenses more easily.

Psions, historically in my setting, do not play like wizards. They play like super heroes/villains, like Professor X, Jean Gray, Martian Manhunter, or the Shadow King. When a psion faces a non-psionic character, the distinction is lessened, although as I do not generally use 'spells' as a template for their abilities they are distinct. However, when two psionic creatures face each other in battle, it is a distinctly unique situation.

They're also, due to the lore of my setting, tied back to the Far Realm (as it is now known - this is the modern evolution of the lore in my setting - it used to be a bit different but that story would take a lot of explaining), which gives them a distinct connection to many aberrations and a connection to the Cthulhu mythos, which is a MAJOR player in my setting's big storylines.

In 5E, I have not fully implemented psionic rules for players to use and have not encouraged psionic PCs as I have WAITED for official rules to be provided so that I can adapt from them (as using mainstream psionics would be more approachable than teaching people my unique system by itself), but it is there behind the scenes in my psionic monster designs, and in the psionic NPCs that the PCs encounter.

Regardless, if you think there is no unique design space around which to have psionics be a meaningful, distinct, engaging and beneficial element in your D&D games, many of us have decades of evidence that proves that notion wrong.
I think you read my post very out of context to what I was replying to.

Another poster stated they wanted a new class designed for Psion using the existing spellcasting mechanics. I was replying that you can already use a sorcerer and resin it as a Psion if you want to use the existing rules and not add new mechanics.

Personally I love psionics and wish they have unique mechanics in 5e. A spell using Psion to me is just another sorcerer.

As far as design space, I literally listed multiple novel areas of the rules you could use to design psions in a different post.

Please read the entire thread of a conversation rather than snipe replying to one message out of context. Reading your reply....we have 95% compatible ideas of what abpsion "should be".
 

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I want official psionic support for psionic themes within traditional D&D mechanics and medieval flavor.

I already mentioned, I hate the mechanics of the Sorcerer class. There is no reskinning it.

Moreover, I treat official narrative as rules for DM narrative adjudication of outcomes. 5e differs from 4e, because where 4e designs mechanics independently for easy reflavoring, 5e bakes narrative into the mechanics. In 5e, official flavor is mechanics.

It is easier for me to tell you to homebrew your own Psionicist mechanics, than for you to tell me to reflavor a Psion from officially baked-in flavor.

Moreover while using standard D&D mechanics, the Psion full caster requires official mechanical support, such as how to ignore costly gp spell components, and mechanically actualizing certain psionic concepts such as real telekinesis.

The solution is two classes.

One is a normal Psion full caster.

The other is a Psionicist fringe experiment.
Gonna have to have a hard disagree with you here. Flavor is, by definition, not mechanics. They are totally different things.

If I wanted to have my character make a deal with a dragon (flavor) to gain their power by drinking it's blood (flavor) I can reflect this by creating a warlock (mechanics) with a reskinned patron (flavor) or I can choose to make them a sorcerer (mechanics) and change the origin to "drinking it's blood" (flavor) instead of "born that way" (flavor).

An arcane focus (mechanics) can be a wand (flavor), a psi crystal (flavor), a holy symbol (flavor) or a piece of dung (flavor). Regardless of what it is you just have to hold it in a hand while using a power (mechanics).
 

Gonna have to have a hard disagree with you here. Flavor is, by definition, not mechanics. They are totally different things.

If I wanted to have my character make a deal with a dragon (flavor) to gain their power by drinking it's blood (flavor) I can reflect this by creating a warlock (mechanics) with a reskinned patron (flavor) or I can choose to make them a sorcerer (mechanics) and change the origin to "drinking it's blood" (flavor) instead of "born that way" (flavor).

An arcane focus (mechanics) can be a wand (flavor), a psi crystal (flavor), a holy symbol (flavor) or a piece of dung (flavor). Regardless of what it is you just have to hold it in a hand while using a power (mechanics).
There is no reskinning costly gp spell component.

As I mentioned in my post.

Recall, I said I hate the Sorcerer mechanics.
 



Anyway, the solution is two separate Psionic classes.

One with standard D&D mechanics and flavor.

One with fringe experimentation.
 

trying to get back on topic... what I would want for a psionic power would look something like this

Elasticity (Psychometabolic)
You may extend and manipulate your body in various ways. You may select one of the following when you activate this power. With Concentration, you may adopt two, changing them each round as a bonus action.
  • You may grow your limbs to allow you to strike further, gaining a reach of 5x proficiency bonus.
  • Your legs extend, increasing your base speed by 5x your proficiency bonus
  • You may compress yourself into a flattened version approximately 1 inch thick, allowing you to slide under doors, through restraints, and take no damage from falling.
By expending your Psionic Focus you gain additional options
  • Grow to large size, gaining advantage on Strength ability checks and saving throws. Your weapon attacks deal an additional d4 damage. You gain resistance to bludgeoning damage and vulnerability to slashing.
  • You may Grapple a target even if you do not have a free hand. You gain advantage on all Strength (Athletics) or Dexterity (Acrobatics) checks made to Grapple.

Something like that. It gives a power, and examples of how it can be pushed by expending a resource.
 

One thing I prefer in general is for psionics to be stronger than magic at mind stuff but weaker at not-mind stuff.

I want my psions to be better at mind screwing you than my wizards. If wizards have ultimate spell versatility, they cannot have ultimate spell power as well.

Which means exclusive spells if you don't do an alternate system.
I personally think it should be stronger at... whatever they focus on. The metabolic should be an A tier shapeshifter/self buffer, beating out the druid.

Versatility should have a price. Honestly the wizard should be the B tier at whatever they want to do because they get to change what they can do after a nap. The swiss army knife should never be the best tool.
 

It works well to organize every spell in D&D into themes and subthemes. (It resembles Cleric domains but the taxonomy is more thuro.) Then each character concept can choose about three subthemes from the same or different themes, depending on class.

A Wizard might pick Enchantment (Mind), Earth-Fire (Elemental), and Divination (Spirit), for a Pyromancer concept.

Each subtheme has its own spell list.
Or at the very least, have a smaller general wizard list and each of these sub-themes has a two-per-level list of extra spells going on (which wouldn't be automatically known, but would be added to the spell list), like just about every other caster class has. Potentially going up to 9th level instead of 5th.
 

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