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D&D 3.1E: What to change?
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<blockquote data-quote="Archimedes" data-source="post: 287807" data-attributes="member: 5281"><p><strong>Rework Psionics</strong></p><p></p><p>Well, here’s my two cents.</p><p></p><p>As many others have said, Skill Focus should count for +3. Why? It would help balance it with the other feats.</p><p></p><p>Also as others have suggested, multiclass restrictions for Monks and Paladins should be removed. Why? These restrictions are setting specific, not balance issues.</p><p></p><p>I'd also include a completely reworked psionics system in the core rules!</p><p></p><p>I know the 3e psionics system works better then previous attempts and I know it’s close to balanced, but it just doesn’t have the right feel. Yes, I know the 3e psionic rules received good reviews, but I still don’t like them.</p><p></p><p>Here’s a list of some psionics gripes:</p><p></p><p>1). Basing bonus spell points on all abilities rather than just the mental ones. For example, linking Con with Psychokinesis. Yes, I know they do this for balance reasons, but it gives the system the wrong feel.</p><p></p><p>2). The power displays give psionics a 4-color comic book flavor. Reminds me of Doc Strange vs. Dormammu.</p><p></p><p>3). The whole Metacreativity discipline rubs me the wrong way. Many of these powers don’t seem very mental. Take Grease for instance… materializing a 10 x 10 patch of lube is a spell, not a psychic power.</p><p></p><p>4). Some powers seem to be in the wrong disciplines. For example, you’d think Burst would be a Psychometabolic power, but it’s listed in the Psychoportation discipline. The Fly power would seem to be Psychokinetic, but it’s listed, once again, over in Psychoportation. Yes, I know this was done for balance purposed. I also know they wanted to lump all movement powers together regardless of their mechanism. It just gives the system an inelegant bad taste.</p><p></p><p>I could go on with more flaws and nits.</p><p></p><p>What would I do to fix psionics?</p><p></p><p>First, I’d make the system Feat and Skill based. Yes, I know the designers wanted to keep supernatural powers out of the feat system, but that rule’s already been broken elsewhere.</p><p></p><p>Second, I’d dump the Metacreativity discipline entirely. I’d replace it with a healing and necromancy discipline. I’m too tired to think of a good, and probably obvious, name for it.</p><p></p><p>Third, I’d group powers by method rather than effect! Any power having to do with moving objects by mental force would be in the Psycokinetic discipline, powers involving teleporting or gating would go in Psychoportation, no damaging powers in Clairsentience, etc.</p><p></p><p>This system would probably be harder to balance, but at least it’d seem more like psionics. At least to me.</p><p></p><p>Ugh, that was more than two cents <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=":)" /> Too tired. Signing out.</p><p></p><p>Sam</p></blockquote><p></p>
[QUOTE="Archimedes, post: 287807, member: 5281"] [b]Rework Psionics[/b] Well, here’s my two cents. As many others have said, Skill Focus should count for +3. Why? It would help balance it with the other feats. Also as others have suggested, multiclass restrictions for Monks and Paladins should be removed. Why? These restrictions are setting specific, not balance issues. I'd also include a completely reworked psionics system in the core rules! I know the 3e psionics system works better then previous attempts and I know it’s close to balanced, but it just doesn’t have the right feel. Yes, I know the 3e psionic rules received good reviews, but I still don’t like them. Here’s a list of some psionics gripes: 1). Basing bonus spell points on all abilities rather than just the mental ones. For example, linking Con with Psychokinesis. Yes, I know they do this for balance reasons, but it gives the system the wrong feel. 2). The power displays give psionics a 4-color comic book flavor. Reminds me of Doc Strange vs. Dormammu. 3). The whole Metacreativity discipline rubs me the wrong way. Many of these powers don’t seem very mental. Take Grease for instance… materializing a 10 x 10 patch of lube is a spell, not a psychic power. 4). Some powers seem to be in the wrong disciplines. For example, you’d think Burst would be a Psychometabolic power, but it’s listed in the Psychoportation discipline. The Fly power would seem to be Psychokinetic, but it’s listed, once again, over in Psychoportation. Yes, I know this was done for balance purposed. I also know they wanted to lump all movement powers together regardless of their mechanism. It just gives the system an inelegant bad taste. I could go on with more flaws and nits. What would I do to fix psionics? First, I’d make the system Feat and Skill based. Yes, I know the designers wanted to keep supernatural powers out of the feat system, but that rule’s already been broken elsewhere. Second, I’d dump the Metacreativity discipline entirely. I’d replace it with a healing and necromancy discipline. I’m too tired to think of a good, and probably obvious, name for it. Third, I’d group powers by method rather than effect! Any power having to do with moving objects by mental force would be in the Psycokinetic discipline, powers involving teleporting or gating would go in Psychoportation, no damaging powers in Clairsentience, etc. This system would probably be harder to balance, but at least it’d seem more like psionics. At least to me. Ugh, that was more than two cents :) Too tired. Signing out. Sam [/QUOTE]
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