steeldragons
Steeliest of the dragons
Lots of interesting thoughts and theories here...so I'll weigh in (with what was rambling through my mind ALL NIGHT last night while I couldn't sleep. ugh. So, apologies up front if it all sounds like nonsense...but it was eloquent and thorough when I was composing in my mind.
).
Coupla things...
1) I am also of the "psionics =/= magic" camp. I think most people who like the concept of psychic powers see them this way.
2) The "segration of solely fluff" does not phase me in the slightest and strikes me as comPLETEly enough of a difference to warrant a separate class.
Mages learn/have figured out how to harness and direct the arcane magical energies that are all around (outside) them in the fantasy world through extensive training and exhaustive study and research.
Sorcerers "just know" how to harness and direct the arcane magical energies that are all around (outside) them in the fantasy world through some kind of magical background/heritage/origin that makes the working of magic an innate ability. Some internal capacity for it, yes, but not some internal power source.
Psions (heretofore referred to as "Psychics" as I think a LOT of resistance to Psionics is simply the sci-fi-ness of the name and would greatly benefit from a re-boot in a more Fantasy fashion) are able to harness and direct the energies of their own minds (internal energies) to effect the world around them.
Not the same as sorcerers...Now, that said, it wraps up into #3 ...
3) We're all getting a little crazynuts about the whole "EVERY CLASS NEEDS ITS OWN MECHANICS" shtick.
If I have a simple and functional mechanic that makes one flavored thing run smoothly and well in one class, why WOULDN'T I want to just use that to make this other class' flavor of the same thing work as well? Ease of learning/use and flow of function (does it work?!) are all that matters...the fluff to tack the mechanic on to whatever archetype can be whatever you want to make it/is not really important from this perspective.
Personally, I think that every/any mechanical element used within any class OUGHT to be usable to mechanically demonstrate abilities by more than one class.
Does the Cleric's Channel Divinity have to be mechanically distinctive to the Paladin's (or Druid's, hypothetically) Channel Divinity? Or if they go with auras, do I need an "Inspiring Presence/Aura" for the Warlord and a mechanically different "Inspiring Presence/Aura" for the Bard? I need one mechanic for a Rogue's Sneak Attacl and another for the Assassin's...and yet another for the Ranger (if they give Rangers some kind of Ambush/Sneak Attack ability)?
Just as a hypothetical theory...Fighters get Combat Superiority/Extra Damage dice all of the time against everyone...Rangers get Combat Superiority/Extra Damage dice only in Favored Terrain and/or against Favored Enemies. Should I have/be given TWO mechanically different Combat Superiority/Extra Damage dice mechanics to be applied to each class? No...I heartily think, I should not.
If Sorcerer's Spontaneous Power Point system works well and can do the same thing for the Psychic...then where's the harm in reusing that mechanic construct? I'm not saying "make Psychic's a Sorcerer type"! No. that's flavor stuff. I'm saying, use the mechanic that works and adjust the fluff/flavor as needed...as is/should be done for all class mechanics of all kinds across the board.
There's only so many ways to slice a pie. To my mind...I'm thinkin' a lil' something like this:
At-wills...well ok, everyone gets at-wills, but, gimme a sec...
At-will + Prepared Spell Slots = Mage/Wizard...and I'm gonna guess/put my money on Bards, as well. Gotta know/rehearse those spell songs..though I do not want them considered "Arcane" casters, nor would they have to be simply because of the mechanic.
At-will + Spontaneous Spell Slots = Clerics and, I suspect, Druids will go here too.
At-will + Spontaneous Spell Slots + Power Points = Sorcerers (from what I understand)
At-will + however "favors/curses/whatever they're called" work = Warlocks
So...why not...
At-will + Power Point = Psychic.
Or some kind of At-will/PP/Spontaneous Spell Slot crossbreed? [though they wouldn't be flavored as "spell" slots, obviously]
If you'll indulge/follow me just a bit more...(I did a LOOOOT of thinking 'bout this last night
)
-The Psychic gets the combined bonuses of their mental abilities (Int, Wis & Cha) + Psychic Level as their Power Points.
-Each Psychic power requires some expense of these points (other than their "at-wills" naturally). The powers are broken up, according to Specialty, by their point cost. So as opposed to "Spell Levels" you have "Point Tiers".
-The Psychic's use of different powers from these different tiers is only limited by the Psychic's number of PP. They do not proceed on a "slot" kind of progression table though their powers are placed/organized in slots.
-The PP refresh at some predetermined rate (1 per hour?, All after an extended rest?, able to use a HD to replenish PP instead of HP during a short rest? something...)
-After their initial/normal allotment is "used up" the Psychic MAY elect to burn through their HD (rolled normally, the die roll indicates how many/much "extra energy" they can force out of themselves) and eventually, in grave emergencies, even their OWN HP! (for all of the "push to extra power/get a bloody nose" lovers out there, here's yer nod.
It is VERY easily conceivable that overexerting one's mental powers can very easily KILL you!
-In the interest of "not re-writing the wheel", and in keeping with the above, if the Psychic power does something that a Spell does, then just call it the same thing and give me the tweaks (fluff and crunch bits) in the Power description. We do not need a spell called "Sleep" and a psychic power called "Imposed Slumber" or whatever.
Yeeees, this means that some effects will be listed twice, once as a spell called "Sleep" and again as a Psychic Power called "Sleep." But considering most of the repeats will involve something along the lines of:
-Specialties (like for all classes) should start simple and archetypal...other ones can be added in somewhere. I do NOT, for example, consider a Psychic Warrior or Soulknife [*facepalm*] necessary out the gate. Get a system in place to give me a good Telepath and Telekinetic and we're good.
Throw in "Medium" and "Clairvoyant/Seer" and there's FOUR, heavily fantastical psychic archetypes to start off a "Psychic" class.
SSS'anywho...just going from a strictly starting hypothetical example of 1st level going up to, say, 5th...I'd be inclined to just jump higher cost powers to 10, but probably something more gradual will be desired.
Class: Psychic
Specialty: Telepath
Str x, Con y, Dex z, Int. (whatever score gets a +2 bonus), Wis. +3 bonus, Cha +1.
Starting PP: 2+3+1...+level 1 = 7
[Please note the numbers are/stay LOW and easy to follow and calculate. So a 1st level Psychic, even with "only" 7 PP can do a WHOLE lot throughout the day without even considering delving into their HD or HP.]
Psychic Powers: Telepathy
At will/0 PP. . . . . . . .1 PP*. . . . . . . . . 3 PP*. . . . . . . . . . .5PP*
Daze. . . . . . . . . Comp. Lang. . . . . Charm Person. . ."Mass Dispel Illusion"
Dt. Illusion. . . . . .Dt. Charm. . . . . .Dt. Invisibility. . . . "Charm Immunity"
Ghost Sound. . . Dt. Thoughts. . . . . Hold Person. . . . . ."Mental Probe"
Hypnotism. . . . . . Message. . . . . . . Invisibility. . . . . . Phantasmal Force
Resist Charm. . . . . Sleep. . . . . . ."Telepathic Link". . . .Telepathic Bond
*Where the number of Power Points is per mind effected for a duration of 10 rounds?/minutes (1 turn? Is it turns in 5e?) except where otherwise noted in a Power's description.
The Psychic is able to effect as many minds in a round as they have levels. So...
ex.1 : A 1st level Psychic wants to sneak passed the 2 gate guards by mentally putting them to sleep. She needs 2 rounds. 1 to put the first guard to sleep. The following round, she puts the second guard to sleep and struts on in. PP cost: 2 PP in 2 rounds.
ex.2: A 2nd level Psychic wants to sneak passed the 2 gate guards by mentally putting them to sleep. She is able to put them both to sleep in a single round. Still costs 2PP, there are 2 minds being effected. But she can do it at once/the same time.
So...yeah...use of Psychic Powers is "At-will" but requires the spending of "Power Points" broken up into "tiered ["spell"] slots" that they may choose "Spontaneously."
No need for NEW mechanics to get all the psychic flavor one could want...possibly?...
What say you, ENworld?
--SD

Coupla things...
1) I am also of the "psionics =/= magic" camp. I think most people who like the concept of psychic powers see them this way.
2) The "segration of solely fluff" does not phase me in the slightest and strikes me as comPLETEly enough of a difference to warrant a separate class.
Mages learn/have figured out how to harness and direct the arcane magical energies that are all around (outside) them in the fantasy world through extensive training and exhaustive study and research.
Sorcerers "just know" how to harness and direct the arcane magical energies that are all around (outside) them in the fantasy world through some kind of magical background/heritage/origin that makes the working of magic an innate ability. Some internal capacity for it, yes, but not some internal power source.
Psions (heretofore referred to as "Psychics" as I think a LOT of resistance to Psionics is simply the sci-fi-ness of the name and would greatly benefit from a re-boot in a more Fantasy fashion) are able to harness and direct the energies of their own minds (internal energies) to effect the world around them.
Not the same as sorcerers...Now, that said, it wraps up into #3 ...
3) We're all getting a little crazynuts about the whole "EVERY CLASS NEEDS ITS OWN MECHANICS" shtick.
If I have a simple and functional mechanic that makes one flavored thing run smoothly and well in one class, why WOULDN'T I want to just use that to make this other class' flavor of the same thing work as well? Ease of learning/use and flow of function (does it work?!) are all that matters...the fluff to tack the mechanic on to whatever archetype can be whatever you want to make it/is not really important from this perspective.
Personally, I think that every/any mechanical element used within any class OUGHT to be usable to mechanically demonstrate abilities by more than one class.
Does the Cleric's Channel Divinity have to be mechanically distinctive to the Paladin's (or Druid's, hypothetically) Channel Divinity? Or if they go with auras, do I need an "Inspiring Presence/Aura" for the Warlord and a mechanically different "Inspiring Presence/Aura" for the Bard? I need one mechanic for a Rogue's Sneak Attacl and another for the Assassin's...and yet another for the Ranger (if they give Rangers some kind of Ambush/Sneak Attack ability)?
Just as a hypothetical theory...Fighters get Combat Superiority/Extra Damage dice all of the time against everyone...Rangers get Combat Superiority/Extra Damage dice only in Favored Terrain and/or against Favored Enemies. Should I have/be given TWO mechanically different Combat Superiority/Extra Damage dice mechanics to be applied to each class? No...I heartily think, I should not.
If Sorcerer's Spontaneous Power Point system works well and can do the same thing for the Psychic...then where's the harm in reusing that mechanic construct? I'm not saying "make Psychic's a Sorcerer type"! No. that's flavor stuff. I'm saying, use the mechanic that works and adjust the fluff/flavor as needed...as is/should be done for all class mechanics of all kinds across the board.
There's only so many ways to slice a pie. To my mind...I'm thinkin' a lil' something like this:
At-wills...well ok, everyone gets at-wills, but, gimme a sec...
At-will + Prepared Spell Slots = Mage/Wizard...and I'm gonna guess/put my money on Bards, as well. Gotta know/rehearse those spell songs..though I do not want them considered "Arcane" casters, nor would they have to be simply because of the mechanic.

At-will + Spontaneous Spell Slots = Clerics and, I suspect, Druids will go here too.
At-will + Spontaneous Spell Slots + Power Points = Sorcerers (from what I understand)
At-will + however "favors/curses/whatever they're called" work = Warlocks
So...why not...
At-will + Power Point = Psychic.
Or some kind of At-will/PP/Spontaneous Spell Slot crossbreed? [though they wouldn't be flavored as "spell" slots, obviously]
If you'll indulge/follow me just a bit more...(I did a LOOOOT of thinking 'bout this last night

-The Psychic gets the combined bonuses of their mental abilities (Int, Wis & Cha) + Psychic Level as their Power Points.
-Each Psychic power requires some expense of these points (other than their "at-wills" naturally). The powers are broken up, according to Specialty, by their point cost. So as opposed to "Spell Levels" you have "Point Tiers".
-The Psychic's use of different powers from these different tiers is only limited by the Psychic's number of PP. They do not proceed on a "slot" kind of progression table though their powers are placed/organized in slots.
-The PP refresh at some predetermined rate (1 per hour?, All after an extended rest?, able to use a HD to replenish PP instead of HP during a short rest? something...)
-After their initial/normal allotment is "used up" the Psychic MAY elect to burn through their HD (rolled normally, the die roll indicates how many/much "extra energy" they can force out of themselves) and eventually, in grave emergencies, even their OWN HP! (for all of the "push to extra power/get a bloody nose" lovers out there, here's yer nod.

-In the interest of "not re-writing the wheel", and in keeping with the above, if the Psychic power does something that a Spell does, then just call it the same thing and give me the tweaks (fluff and crunch bits) in the Power description. We do not need a spell called "Sleep" and a psychic power called "Imposed Slumber" or whatever.
Yeeees, this means that some effects will be listed twice, once as a spell called "Sleep" and again as a Psychic Power called "Sleep." But considering most of the repeats will involve something along the lines of:
"blah blah description yada yada...otherwise the power functions as the Mage spell of the same name."
I don't really see this as a problem for page count or space.
-Specialties (like for all classes) should start simple and archetypal...other ones can be added in somewhere. I do NOT, for example, consider a Psychic Warrior or Soulknife [*facepalm*] necessary out the gate. Get a system in place to give me a good Telepath and Telekinetic and we're good.
Throw in "Medium" and "Clairvoyant/Seer" and there's FOUR, heavily fantastical psychic archetypes to start off a "Psychic" class.
SSS'anywho...just going from a strictly starting hypothetical example of 1st level going up to, say, 5th...I'd be inclined to just jump higher cost powers to 10, but probably something more gradual will be desired.
Class: Psychic
Specialty: Telepath
Str x, Con y, Dex z, Int. (whatever score gets a +2 bonus), Wis. +3 bonus, Cha +1.
Starting PP: 2+3+1...+level 1 = 7
[Please note the numbers are/stay LOW and easy to follow and calculate. So a 1st level Psychic, even with "only" 7 PP can do a WHOLE lot throughout the day without even considering delving into their HD or HP.]
Psychic Powers: Telepathy
At will/0 PP. . . . . . . .1 PP*. . . . . . . . . 3 PP*. . . . . . . . . . .5PP*
Daze. . . . . . . . . Comp. Lang. . . . . Charm Person. . ."Mass Dispel Illusion"
Dt. Illusion. . . . . .Dt. Charm. . . . . .Dt. Invisibility. . . . "Charm Immunity"
Ghost Sound. . . Dt. Thoughts. . . . . Hold Person. . . . . ."Mental Probe"
Hypnotism. . . . . . Message. . . . . . . Invisibility. . . . . . Phantasmal Force
Resist Charm. . . . . Sleep. . . . . . ."Telepathic Link". . . .Telepathic Bond
*Where the number of Power Points is per mind effected for a duration of 10 rounds?/minutes (1 turn? Is it turns in 5e?) except where otherwise noted in a Power's description.
The Psychic is able to effect as many minds in a round as they have levels. So...
ex.1 : A 1st level Psychic wants to sneak passed the 2 gate guards by mentally putting them to sleep. She needs 2 rounds. 1 to put the first guard to sleep. The following round, she puts the second guard to sleep and struts on in. PP cost: 2 PP in 2 rounds.
ex.2: A 2nd level Psychic wants to sneak passed the 2 gate guards by mentally putting them to sleep. She is able to put them both to sleep in a single round. Still costs 2PP, there are 2 minds being effected. But she can do it at once/the same time.
So...yeah...use of Psychic Powers is "At-will" but requires the spending of "Power Points" broken up into "tiered ["spell"] slots" that they may choose "Spontaneously."
No need for NEW mechanics to get all the psychic flavor one could want...possibly?...
What say you, ENworld?
--SD