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all psionics, all the time
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<blockquote data-quote="James McMurray" data-source="post: 1525689" data-attributes="member: 743"><p>I'm currently running an all psionics campaign. The players are all races and classes from the XPH. There is magic in the world, but it hasn't been a factor in the party's lives as of yet. So far they've discovered a single magical potion. </p><p> </p><p>I'm deciding how to handle it (if I want to go whole hog and drop magic almost completely or let it trickle in slowly as the players explore more of the world). I'm pretty sure I'll let it trickle in slowly, but mainly because I am working off of old modules (Keep on the Borderlands currently). I don't have the time to do the amount of conversion that would be required if I went to straight psionics.</p><p> </p><p>Thanee: the characters are far from the same (or even similar). Only two characters have the same offensive power currently (Energy Ray). We've got two Psions (Egoist and Kineticist), a Wilder (will be focusing on melee with Claws of the Beast when he levels), a Psychic Warrior (Half-Giant melee brute), and a Soul Knife (throws his soul blades and focuses on the agile portion of the class as opposed ot the melee portion).</p><p> </p><p>The only characters that are similar right now are the two Psions because they both use Energy Ray as their offense. They will start to diverge more as they gain levels, with the kineticist continuing to grow as a blaster and the egoist shifting nto buffs, heals, and whatever else he decides to go for.</p><p> </p><p>Darkbard: Healing is the primary concern of the party, and it always will be, at least until they get enough money to get some Dorjes of Body Adjustment for the Egoist. It slows the adventures down, but doesn't stop them. The party had a random encounter on the way to their objective and ended up having to rest for a couple of day (the random encounter turned into a two-day thing as the bandits they had fought came back again). After they completed their objective they returned to town to lick their wounds.</p><p> </p><p>They don't have the staying power of a standard party, but they have quite a lot more firepower (Energy Ray is quite possibly the best first level single target damage spell out there).</p><p> </p><p>I wouldn't worry too much about the lack of a rogue. Unless you're going through a trap-filled area the lack of a rogue isn't normally felt. Just don't put a lot of save or die traps around and they should be ok. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p>A Soulknife, Egoist, or Psychic Warrior could fill the scout's shoes if needbe.</p><p> </p><p>For more information on how the game is going, follow the Little Psionic Keep on the Borderlands link in my sig. Its a very short blurb right now, but I'll be updating it tonight or tomorrow to get up to date with the last (and first) session.</p></blockquote><p></p>
[QUOTE="James McMurray, post: 1525689, member: 743"] I'm currently running an all psionics campaign. The players are all races and classes from the XPH. There is magic in the world, but it hasn't been a factor in the party's lives as of yet. So far they've discovered a single magical potion. I'm deciding how to handle it (if I want to go whole hog and drop magic almost completely or let it trickle in slowly as the players explore more of the world). I'm pretty sure I'll let it trickle in slowly, but mainly because I am working off of old modules (Keep on the Borderlands currently). I don't have the time to do the amount of conversion that would be required if I went to straight psionics. Thanee: the characters are far from the same (or even similar). Only two characters have the same offensive power currently (Energy Ray). We've got two Psions (Egoist and Kineticist), a Wilder (will be focusing on melee with Claws of the Beast when he levels), a Psychic Warrior (Half-Giant melee brute), and a Soul Knife (throws his soul blades and focuses on the agile portion of the class as opposed ot the melee portion). The only characters that are similar right now are the two Psions because they both use Energy Ray as their offense. They will start to diverge more as they gain levels, with the kineticist continuing to grow as a blaster and the egoist shifting nto buffs, heals, and whatever else he decides to go for. Darkbard: Healing is the primary concern of the party, and it always will be, at least until they get enough money to get some Dorjes of Body Adjustment for the Egoist. It slows the adventures down, but doesn't stop them. The party had a random encounter on the way to their objective and ended up having to rest for a couple of day (the random encounter turned into a two-day thing as the bandits they had fought came back again). After they completed their objective they returned to town to lick their wounds. They don't have the staying power of a standard party, but they have quite a lot more firepower (Energy Ray is quite possibly the best first level single target damage spell out there). I wouldn't worry too much about the lack of a rogue. Unless you're going through a trap-filled area the lack of a rogue isn't normally felt. Just don't put a lot of save or die traps around and they should be ok. :) A Soulknife, Egoist, or Psychic Warrior could fill the scout's shoes if needbe. For more information on how the game is going, follow the Little Psionic Keep on the Borderlands link in my sig. Its a very short blurb right now, but I'll be updating it tonight or tomorrow to get up to date with the last (and first) session. [/QUOTE]
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