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5e Psion+++++thread
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<blockquote data-quote="jgsugden" data-source="post: 9609221" data-attributes="member: 2629"><p>I've posted some of my mechanics before, but I continue to use my 5E Psionics in the 2024 edition. The core elements:</p><p></p><p>1.) Psionics is internally generated magic and does not attach to the Weave. In my games, Divine, Nature and Arcane magic share certain traits because the magic is delivered via or extracted from the Weave. This allows Divine, Arcane and Nature magics to register for Detect Magic, be countered by Counterspell, or be blocked by an Anti-magic Shell. Psionics do not interact with these spells - generally - although there are specialized spells designed to be used in combat between an arcane spellcaster and a psion. </p><p></p><p>2.) I have 5 Psionic Defenses and 5 Psionic Offenses (using the 10 historic names from prior editions - Psionic Blast, Ego Whip, Tower of Iron Will, etc...). As you advance in levels you can add more of these to your repertoire. The defenses give you a small defensive benefit while the offenses are essentially cantrips - but they have a rock/paper/scissors interaction. Certain offenses can cut right through certain defenses if the defense is up. Battles using psionics against psionics become a battle of wits and mechanics.</p><p></p><p>3.) They're modeled after super heroes. Psions get a grouping of complimentary abilities within a certain theme (or a few themes depending upon the subclass). When new players hear about psionics I give this description, but the players have often told me they did not get it until they actually saw it in place. I have a lot of designs turned into themes - and those are almost all based upon comic characters (with the comic character listed as a reference).</p><p></p><p>4.) Psionic power points are used instead of spell slots. You can blow them all on a single use of a power ... but it is risky. The more you put into a use of the power, the more it novas. However, you have to maintain control when using too many points at once - and that requires a roll. if you fail the role, you may lose control of the power (which has specified impacts based upon the particular power and/or theme - and can often be horrendous).</p><p></p><p>5.) You learn a theme of abilities (or multiple themes) and can then power abilities within that theme with the power points. As you progress in capability, the cost of abilities decreases - effectively getting to places where you invoke the equivalent of levels level spells without using any resources (much like a warlock may be able to levitate at will without a slot). Each theme has abilities you can master and improve and you get to decide where you want to develop your abilities within a theme. You might focus everything on one power and be a one trick pony ... or you might diversify and be a Jack of More trades. </p><p></p><p>6.) Much of the lore arises from a base created using AD&D and 2nd edition materials. I've used a version of it since the 1990s and (with the exception of 4E) I have stuck with the same core design (with reworked numbers). It works perfectly for my setting.</p><p></p><p>7.) Psionics works based upon intelligence and constitution. Intelligence powers offense (generally) and constitution powers defense (generally).</p><p></p><p>8.) A lot of the artifacts of psionics from prior editions (Astral Constructs, Psi-crystals, etc...) are present in my games.</p><p></p><p>9.) My aberrations almost all tie back to the Far Realms - and whether they use psionics or magic is dependent upon how 'domestic' they have gone. Psionic Illithid look down on the Mind Flayers that have seen their abilities devolve to relying upon the Weave. A Psionic Beholder is a much more dangerous beast than one with powers drawn from the weave. It has been compared to the Psionic Versions being the equivalent of Vampires while the weave based ones being the equivalent to Vampire Spawn.</p><p></p><p>I also have Psionic Warriors that get fewer abilities and power points, but are trained in weapons (both physical and psionic). They currently draw inspiration from rangers, paladins, Jedi and other gishes.</p><p></p><p>The psionic themes all have guidance on how to describe them and implement them that makes them distinct from the way magic works. You don't conjure or summon - you create. You don't make illusions of light and shadow - you project images into brains. You don't move fast - you slow time around you. You don't leap / teleport great distances - you shorten the distance between you and the end of your leap/movement. You don't transmute your body - you accelerate (or reverse) evolution.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 9609221, member: 2629"] I've posted some of my mechanics before, but I continue to use my 5E Psionics in the 2024 edition. The core elements: 1.) Psionics is internally generated magic and does not attach to the Weave. In my games, Divine, Nature and Arcane magic share certain traits because the magic is delivered via or extracted from the Weave. This allows Divine, Arcane and Nature magics to register for Detect Magic, be countered by Counterspell, or be blocked by an Anti-magic Shell. Psionics do not interact with these spells - generally - although there are specialized spells designed to be used in combat between an arcane spellcaster and a psion. 2.) I have 5 Psionic Defenses and 5 Psionic Offenses (using the 10 historic names from prior editions - Psionic Blast, Ego Whip, Tower of Iron Will, etc...). As you advance in levels you can add more of these to your repertoire. The defenses give you a small defensive benefit while the offenses are essentially cantrips - but they have a rock/paper/scissors interaction. Certain offenses can cut right through certain defenses if the defense is up. Battles using psionics against psionics become a battle of wits and mechanics. 3.) They're modeled after super heroes. Psions get a grouping of complimentary abilities within a certain theme (or a few themes depending upon the subclass). When new players hear about psionics I give this description, but the players have often told me they did not get it until they actually saw it in place. I have a lot of designs turned into themes - and those are almost all based upon comic characters (with the comic character listed as a reference). 4.) Psionic power points are used instead of spell slots. You can blow them all on a single use of a power ... but it is risky. The more you put into a use of the power, the more it novas. However, you have to maintain control when using too many points at once - and that requires a roll. if you fail the role, you may lose control of the power (which has specified impacts based upon the particular power and/or theme - and can often be horrendous). 5.) You learn a theme of abilities (or multiple themes) and can then power abilities within that theme with the power points. As you progress in capability, the cost of abilities decreases - effectively getting to places where you invoke the equivalent of levels level spells without using any resources (much like a warlock may be able to levitate at will without a slot). Each theme has abilities you can master and improve and you get to decide where you want to develop your abilities within a theme. You might focus everything on one power and be a one trick pony ... or you might diversify and be a Jack of More trades. 6.) Much of the lore arises from a base created using AD&D and 2nd edition materials. I've used a version of it since the 1990s and (with the exception of 4E) I have stuck with the same core design (with reworked numbers). It works perfectly for my setting. 7.) Psionics works based upon intelligence and constitution. Intelligence powers offense (generally) and constitution powers defense (generally). 8.) A lot of the artifacts of psionics from prior editions (Astral Constructs, Psi-crystals, etc...) are present in my games. 9.) My aberrations almost all tie back to the Far Realms - and whether they use psionics or magic is dependent upon how 'domestic' they have gone. Psionic Illithid look down on the Mind Flayers that have seen their abilities devolve to relying upon the Weave. A Psionic Beholder is a much more dangerous beast than one with powers drawn from the weave. It has been compared to the Psionic Versions being the equivalent of Vampires while the weave based ones being the equivalent to Vampire Spawn. I also have Psionic Warriors that get fewer abilities and power points, but are trained in weapons (both physical and psionic). They currently draw inspiration from rangers, paladins, Jedi and other gishes. The psionic themes all have guidance on how to describe them and implement them that makes them distinct from the way magic works. You don't conjure or summon - you create. You don't make illusions of light and shadow - you project images into brains. You don't move fast - you slow time around you. You don't leap / teleport great distances - you shorten the distance between you and the end of your leap/movement. You don't transmute your body - you accelerate (or reverse) evolution. [/QUOTE]
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