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How do Psions compare to arcane casters?
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<blockquote data-quote="FoxWander" data-source="post: 3272009" data-attributes="member: 1356"><p>Reading thru this thread I see many good points, but, like most 'psionics vs. magic' threads, everyone's focusing on the "power level" comparisons which, I think, isn't the true difference between psionics and magic, which is this- in almost every way psionics are subtly or overtly <em>better</em> than magic. </p><p></p><p>I'll explain in just a sec, but first I have to address the the "power level" comparison. The 'psions going nova rule can own the game' vs. 'arcane uber-spells can own the game'. For the most part, I think this is a useless comparison, mainly because they are both true and can unbalance their respective classes depending on the style of campaign. If you have few encounters and plenty of opportunities to rest, psion's will rule, but the same goes for arance uber-spells. If you have more encounters then you have to balance your resources (I think casters get the edge here). So, power-level isn't an accurate comparison. SInce it varies so much with play style, overall psionics are "balanced".</p><p></p><p>Raw psionic power isn't the problem the (IMO), it's the fact that psionics is just, slightly (or way!) <em>better</em> than magic in almost every way. Spatula hit on the most obvious tweaks back on the first page, but skipped some of the subtleties that really tip the balance towards psionics. Here's a recap of Spatula's list (many of which have been discussed already so I don't want to re-hash them, I just ltist them for the cumulative effect towards psionics)</p><p></p><p>1- More higher level powers per day. (The 'blow thier wad' or 'going nova' problem. Again, only really a problem based on campaign style. This is inherent to the point-based system, not a problem of psionics themselves)</p><p></p><p>2- Built-in Energy Substitution with an added kicker advantage depending on energy type. So they get 'save type' substitution (fort or reflex), the extra DC/PR boost option and the bypass hardness option as well.</p><p></p><p>3- Built-in Heighten Spell.</p><p></p><p>4- A handful of over the top powers that break the rules for 'X effect at X level'. (Tactical mass damage effects, extra action effects, etc.)</p><p></p><p>5- Spontaneous "casting" without the "casting" time increase for adding meta effects or the restriction against Quicken</p><p></p><p>Those are Spatula's points, but consider these as well...</p><p></p><p>6- Psions (after their 8 hours of rest) require only a single round of concentration to regain all their power points for daily use. Other spontaneous casters require at least 15 minutes before they're good to go and preparation casters require a full hour!</p><p></p><p>7- The psicrystal requires a whole sublist for its advantages over a familiar...</p><p> A- Construct type, an obvious improvement over 'magical beast'- much sturdier and more survivable (a construct familiar requires a feat for casters)</p><p> B- Not that survivability matters- there are no negative effects to a psion for losing a psicrystal!</p><p> C- They gain hit dice as the psion levels and thus can gain feats.</p><p> D- They automatically speak at least one language.</p><p> E- Hardness 8 (as if the construct type wasn't good enough)</p><p> F- The 'sighted' ability allows them to see and hear everything within 40' even thru supernatural darkness.</p><p> G- A "telepathic" rather than an "empathic" link- full communication rather than "general emotional content." AND, at the same level a familiar can "speak with master", psicrystals can telepathically "speak" to anyone within 30'.</p><p> H- Eventually all psicrystals can fly (if the psion lets them)</p><p> I- Last but not least- Channel power. At 15th level psions can manifest thru their psicrystal at a distance of 1 mile!</p><p> H- I guess that wasn't last after all- I forgot the ability to cherry pick the skill bonus granted by the psicrystal without being stuck with a "bad" familiar. Also many of the skill boost are WAY more useful to "casters" than many familiar boosts.</p><p></p><p>8- No components to worry about- no gauno, no cricket legs and not one uber-expensive 'focus'! (psionics have "displays" but this can be dispensed with by a fairly easy concentration check)</p><p></p><p>9- (Already covered but bears re-mentioning) You can manifest psionics while grappled, bound, gagged OR wearing armor. No "arcane spell failure" to worry about, nor <em>silence</em> spells, etc..</p><p></p><p>10- "Summoned" astral constructs are A) constructs, obviously, with all those inherent benefits, B) custom built to your desires (though they do lack their own spells and powers- a BIG disadvantage over high level magical summonings) and C) automatically obey your commands. Magicians (meaning all MAGIC-based casters) must speak the creatures language or make handle animal checks to have a summoned creature do anything besides attack the thing the summoner points at. This is an obvious advantage if you want your summoned thing to do anything besides simply attack- such as serve as a mount, or dig a hole, or whatever. </p><p></p><p>11- Psionics "wands" (dorjes) aren't limited to 4th level effects. </p><p></p><p>12- Also, and this goes for pretty much all psionic items (and it's a pretty big boost, though again- subtle), they require a command <em>thought</em> to activate rather than a command <em>word</em> like most magic items. So again gagged, <em>silenced</em>, not a problem. Still a standard action that provokes AoO, but just slightly <em>better</em>.</p><p></p><p>13- Psionic Focus. Too much to go into but magicians get nothing like it and it opens up a plethora of spiffy abilities and feats that magicians just can't touch. The benefits are too numerous and too obvious to mention.</p><p></p><p>14- ....</p><p></p><p>Ugh! It's getting early and I'm tired. But as you can see, the 'power level' comparison is actually completely missing the point on the MAIN difference between psionics and magic. Psionics are just <em>[better</em> in almost every way! I'm sure there are tons of subtleties I didn't even come close to.</p><p></p><p>Now you might get from all this that I don't like psionics- but you're wrong. I'm most upset in that psionics <em>feel</em> more like what "fantasy magic" should be than actual magic does! If you picture the iconic wizard from the typical fantasy novel- the psion comes closer to actualizing that idea than a D&D wizard or sorcerer ever could. Strip out the 'psionics' and 'mentalism' fluff and the EPH "magic system" is far superior to the Vancian default of D&D. </p><p></p><p>The next edition of D&D should re-invent the psion as the "wizard" class, use the Warlock for "sorcerers" and then mold the beguiler/warmage/true-necromancer "specialist wizards" into the next edition "Psion". Wouldn't a Beguiler work better as the iconic "telepath"? Focus the Warmage on fire and you've got Charlie from Firestarter, focus on force effects and you get Akira. </p><p></p><p>Anyway, there's my two pence on the subject. I'm off to bed. (hopefully this didn't get too rambly towards the end- I'm to tired to proof read it before I post this.)</p></blockquote><p></p>
[QUOTE="FoxWander, post: 3272009, member: 1356"] Reading thru this thread I see many good points, but, like most 'psionics vs. magic' threads, everyone's focusing on the "power level" comparisons which, I think, isn't the true difference between psionics and magic, which is this- in almost every way psionics are subtly or overtly [i]better[/i] than magic. I'll explain in just a sec, but first I have to address the the "power level" comparison. The 'psions going nova rule can own the game' vs. 'arcane uber-spells can own the game'. For the most part, I think this is a useless comparison, mainly because they are both true and can unbalance their respective classes depending on the style of campaign. If you have few encounters and plenty of opportunities to rest, psion's will rule, but the same goes for arance uber-spells. If you have more encounters then you have to balance your resources (I think casters get the edge here). So, power-level isn't an accurate comparison. SInce it varies so much with play style, overall psionics are "balanced". Raw psionic power isn't the problem the (IMO), it's the fact that psionics is just, slightly (or way!) [i]better[/i] than magic in almost every way. Spatula hit on the most obvious tweaks back on the first page, but skipped some of the subtleties that really tip the balance towards psionics. Here's a recap of Spatula's list (many of which have been discussed already so I don't want to re-hash them, I just ltist them for the cumulative effect towards psionics) 1- More higher level powers per day. (The 'blow thier wad' or 'going nova' problem. Again, only really a problem based on campaign style. This is inherent to the point-based system, not a problem of psionics themselves) 2- Built-in Energy Substitution with an added kicker advantage depending on energy type. So they get 'save type' substitution (fort or reflex), the extra DC/PR boost option and the bypass hardness option as well. 3- Built-in Heighten Spell. 4- A handful of over the top powers that break the rules for 'X effect at X level'. (Tactical mass damage effects, extra action effects, etc.) 5- Spontaneous "casting" without the "casting" time increase for adding meta effects or the restriction against Quicken Those are Spatula's points, but consider these as well... 6- Psions (after their 8 hours of rest) require only a single round of concentration to regain all their power points for daily use. Other spontaneous casters require at least 15 minutes before they're good to go and preparation casters require a full hour! 7- The psicrystal requires a whole sublist for its advantages over a familiar... A- Construct type, an obvious improvement over 'magical beast'- much sturdier and more survivable (a construct familiar requires a feat for casters) B- Not that survivability matters- there are no negative effects to a psion for losing a psicrystal! C- They gain hit dice as the psion levels and thus can gain feats. D- They automatically speak at least one language. E- Hardness 8 (as if the construct type wasn't good enough) F- The 'sighted' ability allows them to see and hear everything within 40' even thru supernatural darkness. G- A "telepathic" rather than an "empathic" link- full communication rather than "general emotional content." AND, at the same level a familiar can "speak with master", psicrystals can telepathically "speak" to anyone within 30'. H- Eventually all psicrystals can fly (if the psion lets them) I- Last but not least- Channel power. At 15th level psions can manifest thru their psicrystal at a distance of 1 mile! H- I guess that wasn't last after all- I forgot the ability to cherry pick the skill bonus granted by the psicrystal without being stuck with a "bad" familiar. Also many of the skill boost are WAY more useful to "casters" than many familiar boosts. 8- No components to worry about- no gauno, no cricket legs and not one uber-expensive 'focus'! (psionics have "displays" but this can be dispensed with by a fairly easy concentration check) 9- (Already covered but bears re-mentioning) You can manifest psionics while grappled, bound, gagged OR wearing armor. No "arcane spell failure" to worry about, nor [i]silence[/i] spells, etc.. 10- "Summoned" astral constructs are A) constructs, obviously, with all those inherent benefits, B) custom built to your desires (though they do lack their own spells and powers- a BIG disadvantage over high level magical summonings) and C) automatically obey your commands. Magicians (meaning all MAGIC-based casters) must speak the creatures language or make handle animal checks to have a summoned creature do anything besides attack the thing the summoner points at. This is an obvious advantage if you want your summoned thing to do anything besides simply attack- such as serve as a mount, or dig a hole, or whatever. 11- Psionics "wands" (dorjes) aren't limited to 4th level effects. 12- Also, and this goes for pretty much all psionic items (and it's a pretty big boost, though again- subtle), they require a command [i]thought[/i] to activate rather than a command [i]word[/i] like most magic items. So again gagged, [i]silenced[/i], not a problem. Still a standard action that provokes AoO, but just slightly [i]better[/i]. 13- Psionic Focus. Too much to go into but magicians get nothing like it and it opens up a plethora of spiffy abilities and feats that magicians just can't touch. The benefits are too numerous and too obvious to mention. 14- .... Ugh! It's getting early and I'm tired. But as you can see, the 'power level' comparison is actually completely missing the point on the MAIN difference between psionics and magic. Psionics are just [i][better[/i] in almost every way! I'm sure there are tons of subtleties I didn't even come close to. Now you might get from all this that I don't like psionics- but you're wrong. I'm most upset in that psionics [i]feel[/i] more like what "fantasy magic" should be than actual magic does! If you picture the iconic wizard from the typical fantasy novel- the psion comes closer to actualizing that idea than a D&D wizard or sorcerer ever could. Strip out the 'psionics' and 'mentalism' fluff and the EPH "magic system" is far superior to the Vancian default of D&D. The next edition of D&D should re-invent the psion as the "wizard" class, use the Warlock for "sorcerers" and then mold the beguiler/warmage/true-necromancer "specialist wizards" into the next edition "Psion". Wouldn't a Beguiler work better as the iconic "telepath"? Focus the Warmage on fire and you've got Charlie from Firestarter, focus on force effects and you get Akira. Anyway, there's my two pence on the subject. I'm off to bed. (hopefully this didn't get too rambly towards the end- I'm to tired to proof read it before I post this.) [/QUOTE]
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