GR's 'Psychic Handbook' as an alternative magic system

Akrasia

Procrastinator
I'm curious to find an alternative to the standard D&D magic system for a possible future 'Swords-and-Sorcery' style campaign.

I actively dislike the magic system as it exists in 3e, and suspect that 70 percent of my past frustration in DMing 3e might be eliminated if I could find a simpler, less byzantine magic system.

So I'm curious about the system in GR's 'Psychic Handbook'. How does the system compare to the standard 3e magic system in terms of complexity and aesthetics? Would the 'psychic' class be a suitable 'mage' for a 'Swords and Sorcery' style game?

Thanks for any help! :D
 

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It is similar to 2nd ed psionics as the individual powers are treated as skills. Feats allow access to the skills and to some of the more powerful effects. There are all the basic psychic powers- healing, telepathy, telekinesis (and varients), altering the psychic's body and such. As for complexity, there are only ~40 skills so it will be much easier to keep track of.

It does not wow me, but the system is very solid and balanced and I do suggest you take a look at it.
 

I don't think it'd make a good magic system for a Sword & Sorcery campaign, but it makes for a very nice and subtle system to add supernatural powers to any d20 campaign. As the main ingredient, it lacks a little "Oomph" at the high end, in my opinion, but I'd replace the 3E psionic system with it any day. Just change the Psychic to 8 skill points per level instead of 6. Powering all his special abilities through skills makes him equal to the Rogue in skill point needs.

To answer your questions from my point of view, it is slightly more complex than the Vancian system, as it adds one skill roll to the mix, and a sliding scale of success depending on how well you rolled. additionally, the saving throw against a psychic power is a bit weird compared to a simple spell saving throw. Aesthetically, it's very subtle. Less flashy stuff, but pretty flexible. It just lacks a lot I'd associate with Sword & Sorcery magic, like good curses, or the conjuration of demonic creatures.

If you could give a few more details about what disturbs you about the 3E magic system, folks might be able to pinpoint a better replacement from the myriad of magic systems that exist for d20. :)
 
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Dragonhelm said:
Check out True20. The Psychic's Handbook system is the foundation for the True20 magic system.

I have True20 and would prefer to GM that over 3e any day. I'm actually curious about ways to modify 3e to be more like True20, in case I can't find players willing to try an entirely new system (even though True20 and C&C are both pretty similar to 3e, some people can be stubborn). A new group will be starting up here in Dublin soon, and I only know one of the guys so far (who is pretty flexible and open-minded), so we'll see.
 

Geron Raveneye said:
... As the main ingredient, it lacks a little "Oomph" at the high end ...

I don't mind a lack of 'oomph'. I'm somewhat sick of lightning bolts and fire balls.

Geron Raveneye said:
...
Aesthetically, it's very subtle. Less flashy stuff, but pretty flexible. It just lacks a lot I'd associate with Sword & Sorcery magic, like good curses, or the conjuration of demonic creatures....

A more subtle and flexible system is what I would like. For conjurations and curses, I could alway rely on 'incantations', etc. (from UA).

Geron Raveneye said:
...
If you could give a few more details about what disturbs you about the 3E magic system, folks might be able to pinpoint a better replacement from the myriad of magic systems that exist for d20. :)

With respect to the 3e magic system, I dislike:

(a.) ubiquitious 'flashy' spells (magic missiles, fire balls, etc.);
(b.) spells that frequently alter PC/NPC abilities for limited periods of time (and thus require in-game calculations, etc.);
(c.) how common spells are supposed to be (only four core classes don't have spellcasting as a class ability); and
(d.) the fact that every spell is a distinct 'subsystem' (i.e. with its own requirements, effects, etc.) -- keeping track of a number of such spells 'in play' can be a pain.

I was curious about the PH because it looked like it tried to integrate psychic abilities into the framework of skills and feats -- rather than treating them as entirely separate 'subsystems'. It also looked as though there were a lot fewer psychic abilities, but that they were generally more flexible. (I have yet to look at the product in detail, though. This is based on a casual reading -- hence my query to people who might be more familiar with the system.)
 



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