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Magic v. Psionics: Thematic Differences
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<blockquote data-quote="Baron Opal" data-source="post: 3044204" data-attributes="member: 10433"><p>My question is both mechanical and flavor in nature. In my setting, the major psionic races are the mind flayers and the verrik (Arcana Evolved. Think Vulcan Mayans who are as atheistic as practical). I am looking to make psionics a distinctive power. Preferably one where there are thematic differences as well as mechanical advantages to picking one over the other. Psionics will be far rarer, and have a poor, almost sinister stereotype to them. Petty much only verrik, a few clans of humans and the rare individual (PCs) from other races will have psionics.</p><p></p><p>Since I use the AE ruleset, magicians already have a high degree of flexibility and can blast as well as heal. So, no psionic advantage there. I do have the Psychic's Handbook from Green Ronin as well as the XPH so I could go either way mechanically.</p><p></p><p>Turanil, it's funny that you should mention Ars Magica. That's kind of where I would like to go vis-a-vis the differences between the Orders of Hermes, Odin and Sulimain. All three practice magic, but they are all different mechanically, thematicly and in capability. I would like to have something like that where the magic-users are all watching the culturally separate psionic guild because they're convinced that the psions are all going to go mad one day. And everyone is worried about the binders.</p><p></p><p>I have no problems stripping power lists. I am more than willing to rip out psionic AoE powers and magical mind reading spells if that's the theme I'm working off of. I think that there should be <em>some</em> overlap. Both are very versatile powers and my campaign world is quite old. But what ever theme I decide on should be distinctive beyond third level powers, I would think.</p><p></p><p>Right at the moment, I'm trying to decide where to make the cuts.</p></blockquote><p></p>
[QUOTE="Baron Opal, post: 3044204, member: 10433"] My question is both mechanical and flavor in nature. In my setting, the major psionic races are the mind flayers and the verrik (Arcana Evolved. Think Vulcan Mayans who are as atheistic as practical). I am looking to make psionics a distinctive power. Preferably one where there are thematic differences as well as mechanical advantages to picking one over the other. Psionics will be far rarer, and have a poor, almost sinister stereotype to them. Petty much only verrik, a few clans of humans and the rare individual (PCs) from other races will have psionics. Since I use the AE ruleset, magicians already have a high degree of flexibility and can blast as well as heal. So, no psionic advantage there. I do have the Psychic's Handbook from Green Ronin as well as the XPH so I could go either way mechanically. Turanil, it's funny that you should mention Ars Magica. That's kind of where I would like to go vis-a-vis the differences between the Orders of Hermes, Odin and Sulimain. All three practice magic, but they are all different mechanically, thematicly and in capability. I would like to have something like that where the magic-users are all watching the culturally separate psionic guild because they're convinced that the psions are all going to go mad one day. And everyone is worried about the binders. I have no problems stripping power lists. I am more than willing to rip out psionic AoE powers and magical mind reading spells if that's the theme I'm working off of. I think that there should be [i]some[/i] overlap. Both are very versatile powers and my campaign world is quite old. But what ever theme I decide on should be distinctive beyond third level powers, I would think. Right at the moment, I'm trying to decide where to make the cuts. [/QUOTE]
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