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<blockquote data-quote="Ashanderai" data-source="post: 2576271" data-attributes="member: 13210"><p>See below.I don't see any cherry picking going on. I am talking about both flavor and game mechanics.Going by that logic, you could say the same of the magic system in 3.x, psionics, AE magic, or any other group of game mechanics that simulate "magical effects" that are otherwise unavailable in reality as most of us perceive it.When strictly speaking of game mechanics for those classes I can agree with you here almost 100%, unless you are advocating psionics for the monk. I do not advocate that, unless there were to be different subclasses for the monk with one being a psionic version.I am not addressing how you or any specific individual on these or any other boards views the issue here. I am talking about my experience with several folks that I have met in person and discussed this and related topics with.No. I want rules for this stuff. This isn't just flavor text that I would like to see. As I have already demonstrated, I can come up with that on my own and it is not an issue. But I want game mechanics that are different from psionics and magic for ki. I want a round-by-round resource allocation system for it. I originally thought that the Magic of Incarnum would have enough of these rules that I wouldn't have to create them myself. As I have said before, I will have to create them since it appears that the rules for MoI will not be as easily adaptable for what I want as I thought they would be. Claiming that what I want is a different flavor text of psioinics only validates my point because I DO want different flavor text, BUT I also want rules to represent and support ki that can reinforce the flavor of the ki powers. Psionics does this for powers of the mind, but not for ki. You guys disagree with that, then fine. I am not saying you can't use psionics to simulate ki, but it doesn't work for me and it actually decreases my enjoyment of the game to do as you propose. I am looking for something that will enhance my enjoyment of the game when I play with ki powers and I am not trying to foist it upon anyone other than my game group.I am not familiar with the material. I am familiar with chakras in the Quintessential Psychic Warrior book, which I did not like. Thanks for the information.Cool. Again, I am not familiar with this material. Chakras and contact with the ground are only peripheral to the rules I want for the game mechanic for ki. I want round-by-round resource management, positive, negative and balanced aspects for every powers effects (probably something akin to the heightened and diminished effects of spells in AE would be a good reference, but none of the ki aspect power effects should be stronger or weaker necessarily, but rather different and some powers should work only when powered by a specific aspect of ki), and Constitution and Wisdom to be the "caster" stats. Rules for how blood affects ki, drawing power from the earth, dragon lines, chakras and the rest are all just icing on the cake.</p><p>That's fine for you, but unless you only look at rules for ki in the most general of ways (which you guys seem to be arguing for) I don't feel that it would be reinventing anything, but rather creating something new.</p><p></p><p>I have sidetracked this thread enough. I will keep my opinion on ki to myself in future as it appears to be unpopular here and it only serves keep things off-topic. I don't really have time to devote to a debate on the merits of a ki-system versus using psionics or any other "magic" system to represent ki anyway. You guys present a few good points, but I remain unconvinced that psioinics makes for a lasting game mechanic for ki-use; in the absence of another, better system, yes, but not when something more can be done.</p><p></p><p>I might get MoI anyway since I am a sucker for new core class material and new magic systems, but I can only hope it can provide some kind of structure or fuel for a ki-system I might hope to fashion, though I remain doubtful.</p></blockquote><p></p>
[QUOTE="Ashanderai, post: 2576271, member: 13210"] See below.I don't see any cherry picking going on. I am talking about both flavor and game mechanics.Going by that logic, you could say the same of the magic system in 3.x, psionics, AE magic, or any other group of game mechanics that simulate "magical effects" that are otherwise unavailable in reality as most of us perceive it.When strictly speaking of game mechanics for those classes I can agree with you here almost 100%, unless you are advocating psionics for the monk. I do not advocate that, unless there were to be different subclasses for the monk with one being a psionic version.I am not addressing how you or any specific individual on these or any other boards views the issue here. I am talking about my experience with several folks that I have met in person and discussed this and related topics with.No. I want rules for this stuff. This isn't just flavor text that I would like to see. As I have already demonstrated, I can come up with that on my own and it is not an issue. But I want game mechanics that are different from psionics and magic for ki. I want a round-by-round resource allocation system for it. I originally thought that the Magic of Incarnum would have enough of these rules that I wouldn't have to create them myself. As I have said before, I will have to create them since it appears that the rules for MoI will not be as easily adaptable for what I want as I thought they would be. Claiming that what I want is a different flavor text of psioinics only validates my point because I DO want different flavor text, BUT I also want rules to represent and support ki that can reinforce the flavor of the ki powers. Psionics does this for powers of the mind, but not for ki. You guys disagree with that, then fine. I am not saying you can't use psionics to simulate ki, but it doesn't work for me and it actually decreases my enjoyment of the game to do as you propose. I am looking for something that will enhance my enjoyment of the game when I play with ki powers and I am not trying to foist it upon anyone other than my game group.I am not familiar with the material. I am familiar with chakras in the Quintessential Psychic Warrior book, which I did not like. Thanks for the information.Cool. Again, I am not familiar with this material. Chakras and contact with the ground are only peripheral to the rules I want for the game mechanic for ki. I want round-by-round resource management, positive, negative and balanced aspects for every powers effects (probably something akin to the heightened and diminished effects of spells in AE would be a good reference, but none of the ki aspect power effects should be stronger or weaker necessarily, but rather different and some powers should work only when powered by a specific aspect of ki), and Constitution and Wisdom to be the "caster" stats. Rules for how blood affects ki, drawing power from the earth, dragon lines, chakras and the rest are all just icing on the cake. That's fine for you, but unless you only look at rules for ki in the most general of ways (which you guys seem to be arguing for) I don't feel that it would be reinventing anything, but rather creating something new. I have sidetracked this thread enough. I will keep my opinion on ki to myself in future as it appears to be unpopular here and it only serves keep things off-topic. I don't really have time to devote to a debate on the merits of a ki-system versus using psionics or any other "magic" system to represent ki anyway. You guys present a few good points, but I remain unconvinced that psioinics makes for a lasting game mechanic for ki-use; in the absence of another, better system, yes, but not when something more can be done. I might get MoI anyway since I am a sucker for new core class material and new magic systems, but I can only hope it can provide some kind of structure or fuel for a ki-system I might hope to fashion, though I remain doubtful. [/QUOTE]
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