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feelings and thoughts on Psionics
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<blockquote data-quote="Ahnehnois" data-source="post: 5190878" data-attributes="member: 17106"><p>One of my first characters was a 2e psionicist. I dug the mechanics, the sense of being different and the flavor of mental powers. I tried the 3.0 version, but found it too much like magic and had some balance issues. the XPH revisions were good to some extent, but I ended up revising my magic rules based on them rather than trying to do the rules as written.</p><p></p><p>I've been quite enamored with the Psychic's Handbook system, although I had to write some satisfactory classes and tweak the skills quite a bit.</p><p></p><p>I like the skill based approach. Psion powers should be thematic and intuitive. For instance, a wizard might learn Fireball but not know any other fire spells. A psion who can do one thing with fire should be able to do several related things. Psionic powers should also be limited by fatigue, if at all. That is to say, the idea of having a set reserve of energy distinct from anything else (as mages do) doesn't work for me; a psion who can think should be able to use powers in some capacity until he is truly disabled.</p><p></p><p>On the whole, I think many classic archetypes (seer, telepath, mystic, etc.) are very well represented in fantasy; I don't find them as out of place as some people do, and I try to make them an important part of my game world using whatever mechanics I can find.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 5190878, member: 17106"] One of my first characters was a 2e psionicist. I dug the mechanics, the sense of being different and the flavor of mental powers. I tried the 3.0 version, but found it too much like magic and had some balance issues. the XPH revisions were good to some extent, but I ended up revising my magic rules based on them rather than trying to do the rules as written. I've been quite enamored with the Psychic's Handbook system, although I had to write some satisfactory classes and tweak the skills quite a bit. I like the skill based approach. Psion powers should be thematic and intuitive. For instance, a wizard might learn Fireball but not know any other fire spells. A psion who can do one thing with fire should be able to do several related things. Psionic powers should also be limited by fatigue, if at all. That is to say, the idea of having a set reserve of energy distinct from anything else (as mages do) doesn't work for me; a psion who can think should be able to use powers in some capacity until he is truly disabled. On the whole, I think many classic archetypes (seer, telepath, mystic, etc.) are very well represented in fantasy; I don't find them as out of place as some people do, and I try to make them an important part of my game world using whatever mechanics I can find. [/QUOTE]
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