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5e Psion+++++thread
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<blockquote data-quote="fuindordm" data-source="post: 9608113" data-attributes="member: 5435"><p>Good point from [USER=162]@GnomeWorks[/USER] . If other classes have common access to abilities that are part of the psion's core identity, it kind of de-justifies the class. Of course this is a problem with later editions of D&D generally, where the different spellcasting classes and spell lists bleed into each other so easily.</p><p></p><p>So start with defining what you want the psion to do, then ruthlessly strip those core abilities from the other classes. Mage hand, ESP, Suggestion... no longer available, or available only at higher level compared to the psion. Enchanter subclass--gone. </p><p></p><p>I think the 2E psionics handbook is the best effort from TSR or WotC towards making psionics its own thing. It wasn't perfect but it had a lot of themed powers that were totally unlike what magic could accomplish.</p><p></p><p>For mechanics, I think having a pool of power points is fine. It's like a mana bar, and most players are familiar with the concept. I like the idea of burning HP or temp HP to get more PP. This is a case where simplicity trumps flavor. Save the complex stuff for the powers (see below) so it is opt-in for players who want a more immersive experience.</p><p></p><p>Detrimental side effects of psionics are a tough sell. If the whole class is built around the possibility of side effects, then how do you compensate them compared to "normal" classes? You can't just give them more powerful abilities because this makes the psionic player hog the spotlight and dominate encounters. Instead I would suggest giving some of the powers a "safe mode" (more expensive to use) and a "risky mode" (less expensive but with side effect). Alternatively, have some other cost to make the power safe, like needing 1 round to prepare your mental fortress to deal with the strain. You don't have to do this with every power, there should be a variety of passive and subtle powers that are easier to use. Eleven doesn't get a nosebleed when she tried to find people in a sensory deprivation tank, but she does when she uses telekinesis.</p></blockquote><p></p>
[QUOTE="fuindordm, post: 9608113, member: 5435"] Good point from [USER=162]@GnomeWorks[/USER] . If other classes have common access to abilities that are part of the psion's core identity, it kind of de-justifies the class. Of course this is a problem with later editions of D&D generally, where the different spellcasting classes and spell lists bleed into each other so easily. So start with defining what you want the psion to do, then ruthlessly strip those core abilities from the other classes. Mage hand, ESP, Suggestion... no longer available, or available only at higher level compared to the psion. Enchanter subclass--gone. I think the 2E psionics handbook is the best effort from TSR or WotC towards making psionics its own thing. It wasn't perfect but it had a lot of themed powers that were totally unlike what magic could accomplish. For mechanics, I think having a pool of power points is fine. It's like a mana bar, and most players are familiar with the concept. I like the idea of burning HP or temp HP to get more PP. This is a case where simplicity trumps flavor. Save the complex stuff for the powers (see below) so it is opt-in for players who want a more immersive experience. Detrimental side effects of psionics are a tough sell. If the whole class is built around the possibility of side effects, then how do you compensate them compared to "normal" classes? You can't just give them more powerful abilities because this makes the psionic player hog the spotlight and dominate encounters. Instead I would suggest giving some of the powers a "safe mode" (more expensive to use) and a "risky mode" (less expensive but with side effect). Alternatively, have some other cost to make the power safe, like needing 1 round to prepare your mental fortress to deal with the strain. You don't have to do this with every power, there should be a variety of passive and subtle powers that are easier to use. Eleven doesn't get a nosebleed when she tried to find people in a sensory deprivation tank, but she does when she uses telekinesis. [/QUOTE]
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