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[3.5 Psionics] How would you fix psionics?

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?!)

Really? And what will this Seer do at the higher levels?

No discipline is capable of everything, something MAD-proponents continually forget.
 

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netnomad said:

-The Psi skills should cost power points to use. For each power point you use you gain a +1 to a Psi-skill. The max points you can use equal your psionic class level. It cost a minimum 1pp to use either skill.

Possible alternative could be something like the following.
(It breaks down at higher levels though this way)

Should it cost PSPs to use the skill or should the cost be only in the adjustment to the skill? For instance, you could say that a level N power requires a DC 10 + 5N Psionic skill check to manifest it (or maybe there could be different skills for each school).

You get a d20 + (Psionic level) + (# of PSPs spent) roll to see if you can manifest the power.

So, you can essentially cast level 1 spells by "taking 10" and using 3 PSPs right off the bat... OR you could try for a level 2 spell with a DC of 20... Not easy. Note that you can try for a first level power with about 50% chance of success by spending no PSPs.

At level 17, the DC is 55 for a level 9 power. So, you'll have to spend 38 PSP to get that power for certain with a take 10. It's tough to cast 9th level psi powers, but then you get lots of free powers, and the ability to possibly cast higher level spells...

Note that eventually, psionic powers do become free this way...
A first level power is DC 15... At level 5, 1st level powers become free and automatic. At level 10, second level powers become free. And so on...
 

I rather like what was done in d20 Modern. No attack modes, added the Wild Talent feat, and made some really good divisions between a Psion's abilities and a PsyWar's. Oh, and everything was Charisma based, instead of the 6-abilities method.
 

Simulacrum said:
Psionics has no signature powers???

I dont think so.

Psionics is all about Telekinesis and stuff.
I think what most people mean (at least in this thread) is that the psion as written in the PsiHB doesn't have any signature powers. The psion should be as much better than the wizard in the areas of reading/controlling minds as well as clairvoyance stuff, but it's not. OK, most mindreading/controlling abilities are a level lower for psions, but not all (heck, Monster Domination is the same level as Dominate Monster, but has a duration of 2d4 rounds vs. 1 day/level - what's up with *that*?).
 

Back to basics

Revamping the psionics system:

Go back to the basics.

Psionics is the manipulation of the exterior world using power drawn from the mind and body. (Arcane magic draws on powers exterior to the self, and Divine magic draws on power exterior to the world)

Therefore, some things will be much easier to do using psionics while other things would be easier using divine or arcane magic. Also, the way the powers are accounted for/activated in the game system should be essentially different from arcane or divine magic.

The resources of the mind are by necessity limited; A psionicist should not be able to throw ectoplasmic fireballs at all, while even the flashier psychokinetic abilities should be difficult or draining to accomplish. Neither should a single psionicist be able to use all of the powers in the book.

Since 3e drew heavily on 1st edition and on OD&D, I think that the best course of action would be to adapt the 1st edition approach to psionics. Perhaps reduce the number of psionic points available, change the number of psionic attacks to 1 per round, and alter the point costs of the different psionic disciplines.

Mental combat should be entirely mind-to-mind, and not involve a single die roll. Further, without a special power or feat, mental attacks should not affect non-psionic creatures.

Mental combat abilities should be innate, and should develop over time. (a simple mental attack and shield should come first, while more sophisticated attacks and defenses should develop as the psionicist gets experience.)

All psionicists should have a minimal telepathic ability.

Activation of powers should be automatic; if you have the points and pay them, the power should activate. (The target should get a saving throw, depending on the power, of course.)

No ability or feat should operate based on simply having the points available; all powers/feats must be paid for by actual expenditure of psionic energy.

Using a mental defense should be a free action; using a mental attack or activating a power should be a standard action. Casting a spell while in mental combat might require a concentration check.

Bad things should happen to your mind/body if your mental defenses should drop or be eroded to nothing while in psionic combat.

These are my opinions, and I certainly hope that Wizards goes in this direction if/when they revise psionics.

I'll at least look at the new psionics rules, but if it doesn't change, I'll embark on the long path of altering the current rules to fit.

Tarek
 

(Psi)SeveredHead said:
No discipline is capable of everything, something MAD-proponents continually forget.

True, but there is significant overlap in the lists of different disciplines, which makes it much less of a problem than the WotC Psionics Board denizens make it out to be.
 

Not true, Psion... I'll be impressed if I see reams of Telepathic powers that are useful for defense, rather than powers that force you to hide behind a rock and hope you roll initiative.

The telepath is one of the more strangely balanced subclasses - incredible offense, and not an iota of defense. And the poor telepath has d4 hit points per level and one good saving throw. It would be nice if there was one Telepathic power... any power... that would keep him alive in the higher levels, but there aren't any.
 

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