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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
3.5 HR – Codex Gigas
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<blockquote data-quote="Kerrick" data-source="post: 5026006" data-attributes="member: 4722"><p>I think (and I have no proof to back this up; it's simply my opinion) that psionics are simply psychic abilities translated to D&D mechanics. 1E was simply an amalgamation of oddball rules that Gygax and co. tossed together. I read somewhere that he read all kinds of books on geology, botany, weapons and armor, etc. to come up with all this stuff, so it's not inconceivable that he thought "Hmm.. psychic powers. Why not!"</p><p></p><p></p><p>Same here. I found a few things that I'm definitely borrowing, but overall, it's radically different than anything I'd use. See below for more comments.</p><p></p><p></p><p>Heh. I'm working on that. But thanks for the compliment.</p><p></p><p></p><p>A few random comments on the system as a whole:</p><p></p><p>1) You're assuming that we (the readers) have access to various non-core books. Never assume - you know what that leads to. I realize you can't reprint stuff verbatim because of copyright issues, but you can at least give us the gist of what an ability does. There were many times where I just said "Huh?" because I had no idea what, for instance, a Hexblade's Mettle ability does, or what a Hexblade in general does. Likewise, you list a lot of feats and spells from non-core books; I had to skim over them because I don't know what they do.</p><p></p><p>2) I like the critical hits system, except... it seems to me that it would lead to a LOT of crits with touch/ranged touch attacks, and with fighter-types against low-level opponents with poor AC. Granted, the second isn't really an issue, but the first is - ray spells especially would get a huge boost. Or maybe I'm overreacting; how has it worked in play?</p><p></p><p>3) I also like the resistance to mind-affecting thing; being able to affect undead, but with a penalty, is a good idea. Just because you're undead doesn't mean you weren't once alive and know what fear, love, etc. were, and thus can still feel them. Definitely yoinking that one.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 5026006, member: 4722"] I think (and I have no proof to back this up; it's simply my opinion) that psionics are simply psychic abilities translated to D&D mechanics. 1E was simply an amalgamation of oddball rules that Gygax and co. tossed together. I read somewhere that he read all kinds of books on geology, botany, weapons and armor, etc. to come up with all this stuff, so it's not inconceivable that he thought "Hmm.. psychic powers. Why not!" Same here. I found a few things that I'm definitely borrowing, but overall, it's radically different than anything I'd use. See below for more comments. Heh. I'm working on that. But thanks for the compliment. A few random comments on the system as a whole: 1) You're assuming that we (the readers) have access to various non-core books. Never assume - you know what that leads to. I realize you can't reprint stuff verbatim because of copyright issues, but you can at least give us the gist of what an ability does. There were many times where I just said "Huh?" because I had no idea what, for instance, a Hexblade's Mettle ability does, or what a Hexblade in general does. Likewise, you list a lot of feats and spells from non-core books; I had to skim over them because I don't know what they do. 2) I like the critical hits system, except... it seems to me that it would lead to a LOT of crits with touch/ranged touch attacks, and with fighter-types against low-level opponents with poor AC. Granted, the second isn't really an issue, but the first is - ray spells especially would get a huge boost. Or maybe I'm overreacting; how has it worked in play? 3) I also like the resistance to mind-affecting thing; being able to affect undead, but with a penalty, is a good idea. Just because you're undead doesn't mean you weren't once alive and know what fear, love, etc. were, and thus can still feel them. Definitely yoinking that one. [/QUOTE]
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