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[3.5 Psionics] How would you fix psionics?

Am I the only person out there who actually likes that Psionics works, as a defult, not entirely different than magic?

The skill check system, with the example provided, seems to kind of inherit the problems from 2e: either you're nearly completely useless for a round, or you're WAAAAY overpowered for your level and the cost....and there's really not much of a way to affect it.

A feat system...well...that actually plays into what I would do.

I wouldn't do any truly drastic changes. Beefing up the power list is good, ESPECIALLY in giving them things that divine and arcane casters can't really do.

What I would do more though, is ditch psionic combat (Okay, so it's used against other psions -- whoopee, since the system is optional it's not an entirely very common thing to encounter another NPC psion at random, that you must defeat, is it?). Perhaps preserve the modes as individual powers, though.

Instead, replace it with a series of psionic feats. Much like a wizard, a psion could get a bonus feat every 5 levels, and it could be a psychic feat, including things that give you supernatural and spell-like powers. The real strength of the feat system is to give the psion basically free powers that are mostly always active. Stuff like Inertial Armor (where a mage has only Mage Armor). This needs to be expanded and expounded to make the psions truly unique. A mage is a learned master of craft and metamagic. A psion uses their psychic powers to automatically detect surface thoughts, or to be able to teleport with normal movement, or to gain permanent energy resistance, or the like. The feats are where you can put in powers that make the psion truly something wierd and different, because the powers are more *internal*.

The sub-disciplines are not that big of a deal -- you don't NEED all 6 ability scores to be good, you only need the ability scores to be good that you plan on manifesting powers from. This almost naturally creates a heirarchy of powers. Someone with the Default Array of 15, 14, 13, 12, 10, 8 would probably have their 15 in the ability they most wanted to use (so a Seer might put it in Wisdom), ranging down the line for powers that they'd enjoy having, and then the 8 would go in something they wouldn't mind loosing (Like Str, because he's a fricken' PSION, why'd he be up in the front?!)

Combine it with ability bonuses from level, and a stat-increasing item or two, and you can do all the powers of your primary ability, and get a smattering of powers from others, and probably have only one really lax school of abilities.

I like the visuals the psi-classes present, and I enjoy the balance in general, but they do need some diferentiation. More powers (though their prime virtue should always be that they can do this in armor, healing, protecting, or blowing up as they see fit -- the flexibility is really grand) would help that alot, and some good, effective psychic feats (call 'em class powers, if you want, the important thing is to have them selectable by psychic classes and pretty much no one else) would help neutralize the problem of weakness they have.

I really hope they wouldn't go in a drastically different direction with psionics. My group and I have used it since we started playing, and we've greatly enjoyed the tweaks made to the system so far.
 

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Kamikaze Midget said:
Am I the only person out there who actually likes that Psionics works, as a defult, not entirely different than magic?

The skill check system, with the example provided, seems to kind of inherit the problems from 2e: either you're nearly completely useless for a round, or you're WAAAAY overpowered for your level and the cost....and there's really not much of a way to affect it.


The ontly reason I'm for a skill system is tat I want everything to switch to a skill system. AC, saves, BAB, spells, everything.

As a default I like psionics an magic the same, and I have no great problems with the current system other than its a little weak, and psionic combat.
 

It seems like one or two like the idea of more powers specific to psionic classes. This seems to me to be a creditable stance, and helps create a feeling of something different to the arcanists and the religious. Indeed, handled properly the focus of Psi could be moved from slavishly followwing magic, and dipped in New Age hocus-pocus, but instead be based around the idea of Ki powers, and similar Eastern concepts. Let the powers of a Psychic flow from their nature!
 
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Psionic Combat is definitely useless.

I'd say make it a move-equivalent action to activate an attack/defense mode.

Then cut the activation costs to use them in half.



This way, you could have psions duelling during the middle of a battle, without 'wasting' actions on the psionic combat.
 

Matt Neuman said:
Psionic Combat is definitely useless.

I'd say make it a move-equivalent action to activate an attack/defense mode.

Then cut the activation costs to use them in half.



This way, you could have psions duelling during the middle of a battle, without 'wasting' actions on the psionic combat.
This is a really interesting idea. It could be difficult to balance, but it definitely feels psi :cool:
 

Matt Neuman said:
Psionic Combat is definitely useless.

I'd say make it a move-equivalent action to activate an attack/defense mode.

Then cut the activation costs to use them in half.



This way, you could have psions duelling during the middle of a battle, without 'wasting' actions on the psionic combat.

This is closer to what I would like, but I still don't think it's enough. By taking a move action, you'd give up any sort of full attacks, which would make psionic combat continue to be useless for the psionic warrior.

It would be nice to have a sort of Mental Action. You only get one per round. It only does something if you're a psionic character or if you've got some sort of telepathically triggered item. Of course, that would leave the psionic character's actual actions open for attacking/moving/spell casting/etc. It might be overpowered this way though...
 

Psi combat needs some changes (I'm working on a modified system), and powers should scale. Other than that, I'm pretty happy with 3E psionics.
 

This is closer to what I would like, but I still don't think it's enough. By taking a move action, you'd give up any sort of full attacks, which would make psionic combat continue to be useless for the psionic warrior.


I don't really have a problem with the psychic warrior being weaker at psionic combat than the psions. They seem more geared towords buffing themselves for combat anyway.
 

Just out of curiosity, what about psionics do you find "new age-y"? I really cant figure out what you mean.

BTW as far as psi combat sucking the big one, it does. However the mind's eye just put out a new article that deals with psi-combat. Not sure if i like it or not but you might have a look-see. Personally I dont use psionics because it's more powerful than arcane/divine magic, I use psionics for the flavor. Just the whole self-reliant mystic image really appeals to me. I do beleive that psionics need more support from wizards. One of the good things about psi is the unique effects they can bring about. Like genesis, granted it has been horribly ripped of (IMC there is only psionic genesis) by magic, however still a neat idea. Mind seed, you make a mental duplicate of yourself in another person's body, add cloning (spell/power/technology) to the mix and youve got some fun times ahead. Microcosm, can anyone say caster killer? Mind switch, dear god this can be too much fun. Also one neat thing about psionics is the unique items. Skins rock, plain and simple. Also if you play in my dragonstar campagin there is psitech, mmmmm... psitech. Like I said, psionics need more uniqe effects to separate them from the arcane/divine classes.

p.s. if anyone is interested in my psionic campagin additons to my dragonstar world, as well as a darn spiffy dragonstar message board, go here. Just poke around a little and youll find my stuff.
 

Omega Lord said:
Just out of curiosity, what about psionics do you find "new age-y"? I really cant figure out what you mean.
Since that was my remark, I ought to answer - sorry I have been busy with RL (I know, forgive me ;) )

It's hard to put a finger on exactly what I mean. I think in part it's the way that it applies a pseudo-mystical gloss to fairly modern ideas. Sometimes it is the way it feels a need to use modern terms - they'd fit for a campaign now, or in the future - but inertial barrier, or biofeedback, these terms are really jarring after going to such lengths in the main rules to give a mediaeval gloss to the game (scry and geas for example).

It seems a shame when they could've looked up the beliefs of many peoples of South and Far Eastern Asia. Just using the symbology and terminology from there (perhaps translated in places, though maybe not if they want a distinctive feel) would've created a divide with ideas of arcane (and divine) magic.

I know, that's still not overly clear. I guess it's as much ambience (i.e. fluffy stuff) as the crunchy bits. Still, that's presentation for you! :)
 

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