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Adding psionic class's to a campaign
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<blockquote data-quote="1StrangeFellow" data-source="post: 152957" data-attributes="member: 3954"><p>I've had the Psionics Handbook since it came out... and our group of six has never really used it - excepting a few villains that appeared once.</p><p></p><p>The main things you will have to sort out for your campaign world are issues of flavor rather than balance. A wizard will be able to do more to throw your world out of whack than a half dozen psionicists the way they have been 'balanced'. You will have to ask:</p><p></p><p>"How is magic regarded in my campaign world?"</p><p>"Is psionics viewed by the common person as any different than any other kind of 'magic'? For better or worse?"</p><p>"How do sorcerers, mages and divine spellcasters regard psionics?" (Each campaign world seems to have different means of integrating psionics into the campaign if the option is taken. For example: In Kingdoms of Kalamar, psions pretty much hide their powers and live in fear in several civilized locations, belonging to secret societies or getting wiped out by ambitious wizards. Overzealous wizards who are convinced that psionics can be analyzed and learned somehow like a spell want the secrets of psionicists - at any costs. Psionicists have other enemies as well.)</p><p>"How do psionicists regard arcane and divine spellcasters?"</p><p>"How commonplace are psionics items, classes and monsters?"</p><p></p><p>Those are the primary things you'll have to deal with by adding psionics to your campaign. Balance concerns fall far behind... psionics has been almost 'overbalanced' so that most psionics users will be drained of power points almost immediately after a tough encounter or two, or after a psionic combat that lasts for any length of time... and mostly useless unless 'munchkined' like crazy during character creation. The only balance issues you should worry about is tweaking the class to make it more viable if a player decides to take it. There are several different methods used to 'fix' psionics with houserules all over the net.</p></blockquote><p></p>
[QUOTE="1StrangeFellow, post: 152957, member: 3954"] I've had the Psionics Handbook since it came out... and our group of six has never really used it - excepting a few villains that appeared once. The main things you will have to sort out for your campaign world are issues of flavor rather than balance. A wizard will be able to do more to throw your world out of whack than a half dozen psionicists the way they have been 'balanced'. You will have to ask: "How is magic regarded in my campaign world?" "Is psionics viewed by the common person as any different than any other kind of 'magic'? For better or worse?" "How do sorcerers, mages and divine spellcasters regard psionics?" (Each campaign world seems to have different means of integrating psionics into the campaign if the option is taken. For example: In Kingdoms of Kalamar, psions pretty much hide their powers and live in fear in several civilized locations, belonging to secret societies or getting wiped out by ambitious wizards. Overzealous wizards who are convinced that psionics can be analyzed and learned somehow like a spell want the secrets of psionicists - at any costs. Psionicists have other enemies as well.) "How do psionicists regard arcane and divine spellcasters?" "How commonplace are psionics items, classes and monsters?" Those are the primary things you'll have to deal with by adding psionics to your campaign. Balance concerns fall far behind... psionics has been almost 'overbalanced' so that most psionics users will be drained of power points almost immediately after a tough encounter or two, or after a psionic combat that lasts for any length of time... and mostly useless unless 'munchkined' like crazy during character creation. The only balance issues you should worry about is tweaking the class to make it more viable if a player decides to take it. There are several different methods used to 'fix' psionics with houserules all over the net. [/QUOTE]
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