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[3.5 Psionics] How would you fix psionics?
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<blockquote data-quote="Tarek" data-source="post: 693666" data-attributes="member: 6661"><p><strong>Back to basics</strong></p><p></p><p>Revamping the psionics system:</p><p></p><p>Go back to the basics. </p><p></p><p>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)</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.)</p><p></p><p>All psionicists should have a minimal telepathic ability. </p><p></p><p>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.)</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Bad things should happen to your mind/body if your mental defenses should drop or be eroded to nothing while in psionic combat.</p><p></p><p>These are my opinions, and I certainly hope that Wizards goes in this direction if/when they revise psionics.</p><p></p><p>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.</p><p></p><p>Tarek</p></blockquote><p></p>
[QUOTE="Tarek, post: 693666, member: 6661"] [b]Back to basics[/b] 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 [/QUOTE]
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[3.5 Psionics] How would you fix psionics?
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