I played a Psionicist in 2E, and only twice had PCs with psionics in 1E (one it was a curse, I had it but so few points and powers that it became a liability and left me open to psionics from creatures I wasn't strong enough to have much of a chance against; the other time it was a mixed bag).Having played both, most powers were practically the same as spells with the exception of power checks (in a lot of cases replacing saving throws) and PSPs (in place of spell slots), and psionic combat (being a side system for attack/defense with entirely different rules). To say that the base systems for powers and spells are wildly different is semantics. That's not to knock 1E, 2E, or 2.5E psionics - I enjoyed them immensely, especially psionic combat, but the common system they've been working toward since 3E is an easier entry for players - but I wouldn't mind a more robust psionic combat system, in 5E, too.
Which is an important distinction in my opinion. Unless Dragon Magazine released a psionic class in 1E, I don't know of one until 2E introduced it.In addition, 1st Ed psionics was an addition to an existing character (fighter, wizard, etc...).
1E psionic and 2E psionicist characters were practically spellcasters in all but name, just with a different resource management in manifesting/activating, relying on PSPs instead of Spell Slots, and the whole idea of power checks was from 2E, with 1E power activation just working if you could pay the points, and then either requiring a saving throw, or with attack/defense mode combat, a percent chance of success (basically a different kind of saving throw). 3E was more transparent in powers being analogous to spells, and 3.5 even more so. Complexity was always inherent in psionics, especially with 1E and 2E. 2E Psionicists could know up to 35 powers at level 20 - 2025 Psion caps out at 22 Spells, not counting any granted by their subclass, and 5E offers scalability on quite a few spells available to the new Psion.
Having psionics in 1E and being a Psionicist in 2E felt nothing like being a magic-user, cleric, druid, mage, priest or anything like them in my experience. The systems were very different in many ways, which you even outline, so I don't see how you can fee they were "practically spellcasters in all but name" but hey, you do you.
I think you are both right at times. IMO, psionics in AD&D (particularly playing a Psionicist class in 2e) did feel different, but the powers (especially in 1E) also were very much spell-like. There were other factors at play, including:Having played both, most powers were practically the same as spells with the exception of power checks (in a lot of cases replacing saving throws) and PSPs (in place of spell slots), and psionic combat (being a side system for attack/defense with entirely different rules). To say that the base systems for powers and spells are wildly different is semantics. That's not to knock 1E, 2E, or 2.5E psionics - I enjoyed them immensely, especially psionic combat, but the common system they've been working toward since 3E is an easier entry for players - but I wouldn't mind a more robust psionic combat system, in 5E, too.
The debates about psions as casters involves another secondary debate, which is rarely pursued clearly and directly, about what we think mechanics are in narrative terms. It's alluded to in some of SteamPunkette's discussion above, but I think it's worth getting out more clearly:
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We kind of had that in 1e. The introduction of "specialty priests" in 2e with access to spells that had formerly been exclusive to the Wizard started to blur those lines. In 3e, bards lost their own spell lists and joined the ranks of "arcane casters" and the druids lost theirs and got lumped in with "divine casters." Homogenization where every caster can have access to every spell seems to have gotten worse over time.In a perfect world, all caster classes would have their own unique magic system and list of effects. No two classes would share fireball unless they both used wizard magic. They wouldn't even share the same mechanics, with spell slots, points, ability checks, exhaustion levels, or mana all fueling a different class each.
... so... coldest hot take on record 'cause I've made it evident, before:The issue I have with this line of thinking is that psionics gets separated as being distinct mechanics and abilities from magic, but allows nine other classes to use magic the same way with the same spells only using "the fiction" to separate them. Nobody bats an eye that a wizard uses a spell book and formula to cast a blast of fire, the druid calls on the primal spirit of the sun, the cleric prays to the God of fire, the warlock learned it from their devil daddy, the sorcerer just does it because dragons and the artificer built a flame thrower with spare junk. They all get fireball, 3rd level evocation, 8d6 fire save for half.
In a perfect world, all caster classes would have their own unique magic system and list of effects. No two classes would share fireball unless they both used wizard magic. They wouldn't even share the same mechanics, with spell slots, points, ability checks, exhaustion levels, or mana all fueling a different class each.
Of course, that perfect world would have a 10,000 page PHB to accommodate all those unique classes with unique magic, or each class would have 8 spells per level tops with a lot of cuts to each list. How many different mechanical expressions of a blast of fire can you make?
So since we already accept* that the bard, cleric, druid, ranger, paladin, sorcerer, wizard, warlock and artificer are all using the same mechanics and pools of effects, I see no issue adding psion to the list.
* Obviously, not everyone does. Many would like several of those classes removed, made nonmagical, or using different mechanics. I don't think anyone is outright banning them because they use the same magic system of the others.
Wrong. AD&D had four caster lists: MU, illusionist, cleric, druid. 1e bards used druid spells, 2e bards used wizard spells, 3e is actually when bards got their own list. The illusionist list got placed with the MU spells in 2e (when illusionist became a wizard with specific schools rather than a curated list) and all cleric and druid spells got put into spheres that determine your spell access. (Which created weird things like clerics getting reincarnate but druids didn't).We kind of had that in 1e. The introduction of "specialty priests" in 2e with access to spells that had formerly been exclusive to the Wizard started to blur those lines. In 3e, bards lost their own spell lists and joined the ranks of "arcane casters" and the druids lost theirs and got lumped in with "divine casters." Homogenization where every caster can have access to every spell seems to have gotten worse over time.
That's still too similar for what I'm describing. I'm thinking more akin to a wizard using Vancian casting, clerics using the channeling mechanism of binders, druids using spell points, sorcerer using incarnum like chakras, Warlocks only having invocations (no spells or slots) like the 3e warlock, etc. But we accept that all of those classes use spell slots, up casting, VSM, etc.They are all using mending in some mechanical effect, even if the flavor is slightly different.... so... coldest hot take on record 'cause I've made it evident, before:
I hate that the caster classes have been homogenized to the degree that they have.
Sorcerers and Wizards should have different spell lists. Some overlap, sure. But largely distinct. With Wizards getting lots of extra spell slots specifically for information/exploration/social spellcasting while the Sorcerer instead relies on class abilities to cover those aspects.
Similarly, Clerics and Druids should have entirely different spell lists from Sorc/Wizard, and only 7 levels of spells they can cast.
Note: Not "They can only cast a maximum of 7th level spells". 7th level Cleric Spells should be up there with 9th level Wizard spells in power. Their power gain should be shifted to play into that, with fewer spell slots compared to Sorcerer/Wizard and more inherent healing effects tied to the classes rather than it just being spell slots.
Their healing should also -be- different. 2d8 compared to 1d8+Regen with the regen being 2 points for 3 rounds, stacking. Just as an example.
Warlocks? They can stay mostly like they are. But also deserve their own "Dark Magic" spellcasting list separate from everyone else.
And Bards... well. Bards should be arcane half-casters with their own spell list focusing on illusions, charms, music, art, dance, and comedy. They should also get Extra Attack at 5th level and basically function like the Paladin to a Wizard's Cleric.
And while they all cast spells, their magics should be broken out into four sources. Arcane, Divine, Occult, and Primal. With each power source defined separate from the others, and the methods they use to achieve their goals represented in the mechanics of -their- spells. Can there be overlap in the function of spells? Sure. An 8d6 3rd level spell is all well and good, but it won't be the -same- spell. Different ranges, components, areas... etc.
Take the "Broken Plate" example:
A Wizard, a Cleric, a Druid, and a Warlock are all given a test to repair a broken plate.
The Wizard uses magic to bind the larger pieces together, but some of the plate is lost, so gold fills in the missing pieces pulverized beyond Arcane magic's ability to repair. Some is lost and replaced.
The Cleric takes a shard of the broken plate and uses their magic to make a whole plate around and from it. There are still many shards of porcelain on the floor, but a plate is restored.
The Druid looks to the plate and knows it can never truly be restored, because as a thing it has been destroyed. And thus is the cycle of all. But from the earth a new plate is created to serve the same purpose.
The Warlock looks down at the shards pushes them as close together as possible, and impossibly uses a Staple Gun to put most of the plate back together. It's missing bits that aren't replaced and oddly shaped with a few sharp edges... but what remains still holds food like any other plate.
Sadly for me, and happily for a lot of people, I'll never be the lead designer of a D&D Edition!
Ok this little screenshot convinced me to check out your psionI think we're talking across each other, here. This is what I'm referring to:
View attachment 406881
One power. Six different effect options.
1) Deal Psychic Damage
2) Telepathic Communication
3) Read Surface Thoughts
4) Put someone to Sleep by psychic attack
5) Steal Memory
6) Drive someone Batty with psychic attack.
Six functions, one power. And then the basic functions of "Add Damage" or "Increase Range" or "Make it hit two targets". For a total of nine variable functions off one power.
Granted, I only wrote up 12 powers in the entire book. Each has variable functions like these and, also, there's not really any "Tiering" to the powers except the augment costs...