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General Tabletop Discussion
*Dungeons & Dragons
In your Years of Gaming, How many Psionic Characters did you See played
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<blockquote data-quote="JiffyPopTart" data-source="post: 7869054" data-attributes="member: 4881"><p>Point 1: Lets take a simple task, like picking a lock for an example. I think you would agree with me that there is a fundamental difference (on the lowest basic level of GM adjudication) between a rogue picking the lock using thieves tools and a wizard casting a KNOCK spell? Even though the KNOCK spell might (in your games world) physically move the levers and dials of a lock the exact same way a rogue would using a pick you would still consider it a fundamentally different source of manipulation of the lock. If there are two fundamental (in the worlds laws) forces that might act upon the lock, are there possibly more than just two? If a cleric used a bit of Divine Intervention (not the same as casting a spell) and the door just unlocks because of his chosen gods influence on the world, is that necessarily the same thing as just his god casting the KNOCK spell like the party wizard, or is it a totally different force? If you do accept that its possible (once again in a game world, not just YOUR game world) to have three fundamentally different forces that can act upon the lock with the same end result, does that close the door on there being a 4th or 10th fundamental source depending on how the game world works?</p><p></p><p>Point 2: In the OG version of psionics there was a HUGE fundamental difference between them and magic. Each psionicist had access to a possible 5 at-will attack powers (one of which is the Mind Flayers telepathic blast) and a further 5 at-will defense powers. Only 1 of the attack powers was usable against non-psychic characters....once again the telepathic blast, which is why Mind Flayers used it as an offensive weapon against everyone. All the other 4 attack and all 5 of the defensive powers were ONLY usable against psionics themselves. It was a completely separate system that barely interacted with non-psychics (and could easily be tossed out as a whole by any group not using psionics). They did nothing to help you resist a Charm Person spell, a Fireball, or any other arcane or divine based attack.</p><p></p><p>So the balance in Psionics are different is threefold. First and foremost, a psionicist with no points left to power their defenses were pretty much TOAST to another psionicist who attacked them via the psi-only at-will powers. Secondly, the basic attacks for the most part could not be used again non-psionic characters. Thirdly, just as an opposing wizard could not counterspell one of your psionic powers....you could not "counterspell" one of their spells.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 7869054, member: 4881"] Point 1: Lets take a simple task, like picking a lock for an example. I think you would agree with me that there is a fundamental difference (on the lowest basic level of GM adjudication) between a rogue picking the lock using thieves tools and a wizard casting a KNOCK spell? Even though the KNOCK spell might (in your games world) physically move the levers and dials of a lock the exact same way a rogue would using a pick you would still consider it a fundamentally different source of manipulation of the lock. If there are two fundamental (in the worlds laws) forces that might act upon the lock, are there possibly more than just two? If a cleric used a bit of Divine Intervention (not the same as casting a spell) and the door just unlocks because of his chosen gods influence on the world, is that necessarily the same thing as just his god casting the KNOCK spell like the party wizard, or is it a totally different force? If you do accept that its possible (once again in a game world, not just YOUR game world) to have three fundamentally different forces that can act upon the lock with the same end result, does that close the door on there being a 4th or 10th fundamental source depending on how the game world works? Point 2: In the OG version of psionics there was a HUGE fundamental difference between them and magic. Each psionicist had access to a possible 5 at-will attack powers (one of which is the Mind Flayers telepathic blast) and a further 5 at-will defense powers. Only 1 of the attack powers was usable against non-psychic characters....once again the telepathic blast, which is why Mind Flayers used it as an offensive weapon against everyone. All the other 4 attack and all 5 of the defensive powers were ONLY usable against psionics themselves. It was a completely separate system that barely interacted with non-psychics (and could easily be tossed out as a whole by any group not using psionics). They did nothing to help you resist a Charm Person spell, a Fireball, or any other arcane or divine based attack. So the balance in Psionics are different is threefold. First and foremost, a psionicist with no points left to power their defenses were pretty much TOAST to another psionicist who attacked them via the psi-only at-will powers. Secondly, the basic attacks for the most part could not be used again non-psionic characters. Thirdly, just as an opposing wizard could not counterspell one of your psionic powers....you could not "counterspell" one of their spells. [/QUOTE]
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In your Years of Gaming, How many Psionic Characters did you See played
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