Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Here's why we want a Psion class
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Sword of Spirit" data-source="post: 7970115" data-attributes="member: 6677017"><p>Thanks for the feedback folks!</p><p></p><p>First, I'm going to try to make explicit some points about psionics in D&D that I think have been bandied around in this and other threads. Then I'm going to provide some design notes for context on that draft.</p><p></p><p><strong>"D&D Psionics"</strong></p><p>I've noticed in the discussion that not everyone is on board with what I (and I think at least some of the others coming from the same perspective) am taking as a basic axiom of D&D: <strong>D&D Psionics</strong> (and to a lesser extent the <strong>D&D Psion</strong>) exist as uniquely identifiable elements of the Worlds of D&D. When we're discussing psionics in D&D, I'm not addressing the merit of adding a <em>psychic class</em> to 5e D&D, or what deep metaphysical differences might exist between psychics and mages, or what role they might play in a story, or whether it makes sense to shoot fireballs from your eyes and call it "not magic". No. What I'm addressing is that every edition of D&D (except the Basic versions) has included a form of psionics that features certain consistent traits. <strong>D&D Psionics</strong> is a thing now, with its own identity and defining traits; it is more than just psionics <em>in</em> D&D. I am assuming in everything that I say that we are talking about <strong>D&D Psionics</strong> and <strong>D&D Psions</strong> and their representation in 5e. Tradition and continuity isn't just <em>relevent</em> in this context, it is <em>defining</em>.</p><p></p><p>There are at least three consistent core identifying traits of <strong>D&D Psionics</strong>:</p><p>1) The power comes from within the psyche of the practioner, not from arcane, divine, or other external magical sources.</p><p>2) This power does not need words, gestures, or physical components to manifest.</p><p>3) Psionics are powered by a pool of points that replenish over time.</p><p></p><p>Other less core (or more specific) traits exist and serve to create an interesting overall package, but those are the most clear, consistent, and basic of traits. If you change one of those three, it's kind of hard to say you have <strong>D&D Psionics</strong> anymore.</p><p></p><p>Now, I know that some people are thinking, "That sounds like a rather boring set of traits to base a major game element on." My response is that your could reduce most D&D elements to some similarly boring identifying traits. The reason I'm digging down to this level is because it's important that you <em>have</em> that boring core in order to make something interesting and have it <em>still be</em> <strong>D&D Psionics</strong> rather than something else.</p><p></p><p>Assertion: <strong>D&D Psionics</strong> are an enduring and defining aspect of the Worlds of D&D, and their 5e presentation should continue to be in accord with their consistent identifying traits. We already have a Monster Manual and other books that have presented <strong>D&D Psionics</strong> in 5e, and the focus now is mainly on how (and if) to present player options, such as subclasses and the <strong>D&D Psion</strong>.</p><p></p><p>On to my sample simple Psion.</p><p></p><p><u>Premise:</u> I want to demonstrate that WotC could make a simple 5e Psion that would be close enough to what people want from a <strong>D&D Psion</strong> to work for most people who would like an official Psion class. I also want to demonstrate that such a class can be designed with self-contained rules sufficient to represent the essence of a <strong>D&D Psion</strong> without the need for creating expansive new game systems. The class should appeal to both fans of the <strong>D&D Psion</strong> and to those who are fine with the concept of a psion (either <strong>D&D Psion</strong> or just psychic D&D person) but don't want a bunch of new rules in their game just to have it.</p><p><u>Methodology:</u> The class should present the core identifying traits of <strong>D&D Psionics</strong> and attempt to capture the feel and function of the <strong>D&D Psion</strong> in a manner that meshes as seemlessly as possible with 5e mechanics and assumptions. I'm explictly avoiding innovations, except insofar as they are effective and simple ways to include elements of <strong>D&D Psionics</strong> or the <strong>D&D Psion</strong>.</p><p><u>Psionic Manifestation:</u> This is the meat of the "psionics system" right here in a page and a half. It's the work horse of bringing psionic manifestation into a 5e D&D class. It's mechanically a variant of the Spellcasting trait (and I need to write up how it interacts with multi-classing). It's also an indication of why you couldn't just represent the <strong>D&D Psion</strong> with a subclass, because it needs to replace the standard Spellcasting trait with something like this that <em>removes</em> the capability to perform magic in standard ways.</p><p><u>Psionic Replenishment:</u> This is specifically to hearken to the feel of over-time point replenishment (other than just overnight) that was found in editions other than 3e. Mechanically, if you gain your assumed 2 short rests it is twice as good as Arcane Recovery or Sorcery Points. With a standard alotment spell-slot using full-caster setup, this seemed like the easiest way to highlight that element.</p><p><u>Psionic Augments:</u> This one has been really hard to work with. I like putting more short rest mechanics into the class, because it highlights some of the non-3e consistent elements. I've put together some options that made sense, but the details have been tricky. Having the resource you spend be Augments, but the effects you activate with them be Psionic Focus options is currently messy looking to me, but I think there's something there. Every time I just want to make it be one or the other (either it's all augment or all psionic focus) it feels off, and I end up leaving it. I considered having augment power two different sorts of things, much like how a paladin can use spell slots for spells or smites, and while you were limited to one Psionic Focus effect at a time, you could also augment it the other way. Right now I don't have enough features to make that necessary. I've also considered having each subclass provide a Psionic Focus option at some point. That's still open with the mostly blank subclass feature lists. It's worth pointing out that psionic augments could apply to things other than manifesting psionic spells. There could be other cool abilities that are activated with augments. This is intended to be the secondary dynamic choice feature of the class (the primary being which power/spell to manifest/cast).</p><p><u>Subclasses:</u> I'd be willing to drop this down to 3 subclasses, and think it might actually be a bit cleaner that way. I'd have to experiment to see if too much is lost doing that. One of the oddities is that metacreativity and psychometabolism would be part of the same subclass, which creates an interesting effect super-category. There are pros and cons to going with either 6 or 3.</p><p><u>Spell List:</u> I'm very flexible on this. I basically did two things: 1) Referenced the 3.5e psion list from the Expanded Psionics Handbook and added the spells that seemed to best represent those powers. 2) Added other spells that seem to fit a core competency (like telepathic things) of psions. The spell list is currently significantly smaller than the sorcerer, and a lot smaller than wizard. It is also more limited than either of those in the sorts of things it does. I'm not strongly attached to the choices here, as long as it maintains core <strong>D&D Psionic</strong> competencies. I resisted the urge to limit a bunch of beneficial spells to "self only", in favor of including Inner Strength in Psionic Manifestation, because it fits 5e philosophy better. I'm hoping the Inner Power will actually be a break even value feature because players will be less likely to want to waste the benefit from Inner Power by using those spells on others, and the double duration benefit probably isn't as good as using those spells on others most of the time. For new psionic spells to fill in the big holes, I really do mean there only need to be a few. I'd say 3 or 4 would probably do it.</p><p><u>Feature Order:</u> Always a tough call. Discipline, Replenishment, and Augments are all fighting to come online at once, but they need to be spaced out over those first three levels. I settled on the current order because I figured that Replenishment might be bad for balance at 1st level, as well as the Augment Psionic Spell option. I decided that Replenishment shouldn't wait long though, so that put Augment at 3rd level. If I had ways of balancing these differently, I might adjust the order, because I don't think that Discipline necessarily needs to happen at 1st level. I get the feeling that there are probably people who think it does though (to allow someone to start with unlimited telepathy for instance), which was one influence on me putting it there.</p><p></p><p>I briefly mentioned non-core traits of <strong>D&D Psionics</strong> above. Here are a few elements that have been a part of <strong>D&D Psionics</strong> in some editions, but have not been universal, along with some of my thoughts on how they could fit in 5e:</p><p>-Not Magic. In some editions psionics was explicitly not magic, while it others it explicitly was. For 5e I recommend a middle ground where it mechanically is magical, but its metaphysical nature is debatable from a more in-character perspective.</p><p>-Far Realms and Aberrations, oh my! While certain aberrations have always had psionic abilities, and certain aberrations in certain editions have been connected with a plane called the Far Realm, a direct connection between psionics and the Far Realm, or psionics and aberrations is not a consistent part of the lore. I recommend leaving this undefined so it can work with differnet settings without calling Cthulu where he doesn't belong.</p><p>-Crystals and Tatoos. These sorts of trappings have been prominant at times, but not universal. I recommend using them as a default when physical trappings are needed for something, but not finding ways to use them just to use them.</p><p>-Disciplines. The idea of different fields of study akin to schools appeared in 3.0e and lasted into 4e, though 1e and 2e did it differently. I'm defaulting to using them similar to 3.5e, but I'm not opposed to an alternative method.</p><p></p><p>I'll try to respond to specific posts later.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 7970115, member: 6677017"] Thanks for the feedback folks! First, I'm going to try to make explicit some points about psionics in D&D that I think have been bandied around in this and other threads. Then I'm going to provide some design notes for context on that draft. [b]"D&D Psionics"[/b] I've noticed in the discussion that not everyone is on board with what I (and I think at least some of the others coming from the same perspective) am taking as a basic axiom of D&D: [b]D&D Psionics[/b] (and to a lesser extent the [b]D&D Psion[/b]) exist as uniquely identifiable elements of the Worlds of D&D. When we're discussing psionics in D&D, I'm not addressing the merit of adding a [i]psychic class[/i] to 5e D&D, or what deep metaphysical differences might exist between psychics and mages, or what role they might play in a story, or whether it makes sense to shoot fireballs from your eyes and call it "not magic". No. What I'm addressing is that every edition of D&D (except the Basic versions) has included a form of psionics that features certain consistent traits. [b]D&D Psionics[/b] is a thing now, with its own identity and defining traits; it is more than just psionics [I]in[/I] D&D. I am assuming in everything that I say that we are talking about [b]D&D Psionics[/b] and [b]D&D Psions[/b] and their representation in 5e. Tradition and continuity isn't just [i]relevent[/i] in this context, it is [i]defining[/i]. There are at least three consistent core identifying traits of [b]D&D Psionics[/b]: 1) The power comes from within the psyche of the practioner, not from arcane, divine, or other external magical sources. 2) This power does not need words, gestures, or physical components to manifest. 3) Psionics are powered by a pool of points that replenish over time. Other less core (or more specific) traits exist and serve to create an interesting overall package, but those are the most clear, consistent, and basic of traits. If you change one of those three, it's kind of hard to say you have [b]D&D Psionics[/b] anymore. Now, I know that some people are thinking, "That sounds like a rather boring set of traits to base a major game element on." My response is that your could reduce most D&D elements to some similarly boring identifying traits. The reason I'm digging down to this level is because it's important that you [i]have[/i] that boring core in order to make something interesting and have it [i]still be[/i] [b]D&D Psionics[/b] rather than something else. Assertion: [b]D&D Psionics[/b] are an enduring and defining aspect of the Worlds of D&D, and their 5e presentation should continue to be in accord with their consistent identifying traits. We already have a Monster Manual and other books that have presented [b]D&D Psionics[/b] in 5e, and the focus now is mainly on how (and if) to present player options, such as subclasses and the [b]D&D Psion[/b]. On to my sample simple Psion. [U]Premise:[/U] I want to demonstrate that WotC could make a simple 5e Psion that would be close enough to what people want from a [b]D&D Psion[/b] to work for most people who would like an official Psion class. I also want to demonstrate that such a class can be designed with self-contained rules sufficient to represent the essence of a [b]D&D Psion[/b] without the need for creating expansive new game systems. The class should appeal to both fans of the [b]D&D Psion[/b] and to those who are fine with the concept of a psion (either [b]D&D Psion[/b] or just psychic D&D person) but don't want a bunch of new rules in their game just to have it. [U]Methodology:[/U] The class should present the core identifying traits of [b]D&D Psionics[/b] and attempt to capture the feel and function of the [b]D&D Psion[/b] in a manner that meshes as seemlessly as possible with 5e mechanics and assumptions. I'm explictly avoiding innovations, except insofar as they are effective and simple ways to include elements of [b]D&D Psionics[/b] or the [b]D&D Psion[/b]. [U]Psionic Manifestation:[/U] This is the meat of the "psionics system" right here in a page and a half. It's the work horse of bringing psionic manifestation into a 5e D&D class. It's mechanically a variant of the Spellcasting trait (and I need to write up how it interacts with multi-classing). It's also an indication of why you couldn't just represent the [b]D&D Psion[/b] with a subclass, because it needs to replace the standard Spellcasting trait with something like this that [i]removes[/i] the capability to perform magic in standard ways. [U]Psionic Replenishment:[/U] This is specifically to hearken to the feel of over-time point replenishment (other than just overnight) that was found in editions other than 3e. Mechanically, if you gain your assumed 2 short rests it is twice as good as Arcane Recovery or Sorcery Points. With a standard alotment spell-slot using full-caster setup, this seemed like the easiest way to highlight that element. [U]Psionic Augments:[/U] This one has been really hard to work with. I like putting more short rest mechanics into the class, because it highlights some of the non-3e consistent elements. I've put together some options that made sense, but the details have been tricky. Having the resource you spend be Augments, but the effects you activate with them be Psionic Focus options is currently messy looking to me, but I think there's something there. Every time I just want to make it be one or the other (either it's all augment or all psionic focus) it feels off, and I end up leaving it. I considered having augment power two different sorts of things, much like how a paladin can use spell slots for spells or smites, and while you were limited to one Psionic Focus effect at a time, you could also augment it the other way. Right now I don't have enough features to make that necessary. I've also considered having each subclass provide a Psionic Focus option at some point. That's still open with the mostly blank subclass feature lists. It's worth pointing out that psionic augments could apply to things other than manifesting psionic spells. There could be other cool abilities that are activated with augments. This is intended to be the secondary dynamic choice feature of the class (the primary being which power/spell to manifest/cast). [U]Subclasses:[/U] I'd be willing to drop this down to 3 subclasses, and think it might actually be a bit cleaner that way. I'd have to experiment to see if too much is lost doing that. One of the oddities is that metacreativity and psychometabolism would be part of the same subclass, which creates an interesting effect super-category. There are pros and cons to going with either 6 or 3. [U]Spell List:[/U] I'm very flexible on this. I basically did two things: 1) Referenced the 3.5e psion list from the Expanded Psionics Handbook and added the spells that seemed to best represent those powers. 2) Added other spells that seem to fit a core competency (like telepathic things) of psions. The spell list is currently significantly smaller than the sorcerer, and a lot smaller than wizard. It is also more limited than either of those in the sorts of things it does. I'm not strongly attached to the choices here, as long as it maintains core [b]D&D Psionic[/b] competencies. I resisted the urge to limit a bunch of beneficial spells to "self only", in favor of including Inner Strength in Psionic Manifestation, because it fits 5e philosophy better. I'm hoping the Inner Power will actually be a break even value feature because players will be less likely to want to waste the benefit from Inner Power by using those spells on others, and the double duration benefit probably isn't as good as using those spells on others most of the time. For new psionic spells to fill in the big holes, I really do mean there only need to be a few. I'd say 3 or 4 would probably do it. [U]Feature Order:[/U] Always a tough call. Discipline, Replenishment, and Augments are all fighting to come online at once, but they need to be spaced out over those first three levels. I settled on the current order because I figured that Replenishment might be bad for balance at 1st level, as well as the Augment Psionic Spell option. I decided that Replenishment shouldn't wait long though, so that put Augment at 3rd level. If I had ways of balancing these differently, I might adjust the order, because I don't think that Discipline necessarily needs to happen at 1st level. I get the feeling that there are probably people who think it does though (to allow someone to start with unlimited telepathy for instance), which was one influence on me putting it there. I briefly mentioned non-core traits of [b]D&D Psionics[/b] above. Here are a few elements that have been a part of [b]D&D Psionics[/b] in some editions, but have not been universal, along with some of my thoughts on how they could fit in 5e: -Not Magic. In some editions psionics was explicitly not magic, while it others it explicitly was. For 5e I recommend a middle ground where it mechanically is magical, but its metaphysical nature is debatable from a more in-character perspective. -Far Realms and Aberrations, oh my! While certain aberrations have always had psionic abilities, and certain aberrations in certain editions have been connected with a plane called the Far Realm, a direct connection between psionics and the Far Realm, or psionics and aberrations is not a consistent part of the lore. I recommend leaving this undefined so it can work with differnet settings without calling Cthulu where he doesn't belong. -Crystals and Tatoos. These sorts of trappings have been prominant at times, but not universal. I recommend using them as a default when physical trappings are needed for something, but not finding ways to use them just to use them. -Disciplines. The idea of different fields of study akin to schools appeared in 3.0e and lasted into 4e, though 1e and 2e did it differently. I'm defaulting to using them similar to 3.5e, but I'm not opposed to an alternative method. I'll try to respond to specific posts later. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Here's why we want a Psion class
Top