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<blockquote data-quote="bogmad" data-source="post: 6562615" data-attributes="member: 6695559"><p>Well, in the case of the example that he used above there's the V/S/M components, which in most games are relegated to fluff, but are still technically mechanical differences to the point it takes metamagic to cast silently. Also, there's the Spell List which he brings up with Fireballs/Lightning, etc. Sure you can "self medicate" the spell list to keep those out, but that's still a mechanical difference to the Psion. </p><p>The psion class description given above doesn't sound as similar to me as it does to you. Sounds like you could fluff the mechanics to be the same, but that's not the same thing as them having to be the same thing.</p><p></p><p>The bigger difference is the one you bring up yourself, which is the Story behind the class. Which at least affects the spell list.</p><p>It's arguable that's why the Druid is a different class than the Cleric (though legacy also plays a big part, as it would with the psion).</p><p></p><p>You say to bring up new mechanics, but once other than spell points have been brought up, more than once. Not everyone thinks a spell point system like the sorcerer is the way to go; it's just what gets brought up the most by people saying it should be magic.</p><p>I think a better mechanic for psionics would include augmentable cantrips and a few slots. Similar to Warlocks, but with an entirely different "Story." Even if you were to go with warlock mechanics it's hard to cram a pure psion into the Warlock fluff and call it the same class. So tweak existing mechanics to make a psion as different to Warlock as Cleric is to Wizard. Or go off the sorcerer and create an analogue that way, but there's enough story and legacy to make it distinct.</p></blockquote><p></p>
[QUOTE="bogmad, post: 6562615, member: 6695559"] Well, in the case of the example that he used above there's the V/S/M components, which in most games are relegated to fluff, but are still technically mechanical differences to the point it takes metamagic to cast silently. Also, there's the Spell List which he brings up with Fireballs/Lightning, etc. Sure you can "self medicate" the spell list to keep those out, but that's still a mechanical difference to the Psion. The psion class description given above doesn't sound as similar to me as it does to you. Sounds like you could fluff the mechanics to be the same, but that's not the same thing as them having to be the same thing. The bigger difference is the one you bring up yourself, which is the Story behind the class. Which at least affects the spell list. It's arguable that's why the Druid is a different class than the Cleric (though legacy also plays a big part, as it would with the psion). You say to bring up new mechanics, but once other than spell points have been brought up, more than once. Not everyone thinks a spell point system like the sorcerer is the way to go; it's just what gets brought up the most by people saying it should be magic. I think a better mechanic for psionics would include augmentable cantrips and a few slots. Similar to Warlocks, but with an entirely different "Story." Even if you were to go with warlock mechanics it's hard to cram a pure psion into the Warlock fluff and call it the same class. So tweak existing mechanics to make a psion as different to Warlock as Cleric is to Wizard. Or go off the sorcerer and create an analogue that way, but there's enough story and legacy to make it distinct. [/QUOTE]
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