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Mike Mearls on D&D Psionics: Should Psionic Flavor Be Altered?
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<blockquote data-quote="S1Q3T3" data-source="post: 7672307" data-attributes="member: 6796517"><p>Well, no. The only reason to have psionics is to have something with a distinctive flavor to it. If it looks and/or feels like something more traditional in fantasy settings, such as magic, then what is the point of it at all?</p><p></p><p>I'm not even sure what fantasy-flavored psi ought to look like. It's not really a feature of classic fantasy stories. It's something that is more native to sci-fi, but has been successfully adopted into D&D. </p><p></p><p>So screw blending in. Psi powers should be weird. A better question might be, what attributes should psi have (or lack) to make it a worthwhile addition to a D&D campaign?</p><p></p><p>My unsolicited opinion:</p><p></p><p>* It should be mechanically and dramatically different from magic. Psi and magic have core similarities -- unseen powers invoked via extensive training and unusual talent and/or mental discipline -- so psi should be strongly distinct from that.</p><p></p><p>* Although they should be distinct from one another, there should be clear rules about how magic and psi interact with one another, and these should include some overlap in defensive/protective mechanics. An 18th-level psionic master should not be helpless before a tyro in magic and vice versa. And poor Muggles do not need the additional disadvantage of arranging both magical and psionic countermeasures.</p><p></p><p>* Psionic powers are typically "blunt" in the sense that they do not unfold a complex series of effects over time, are not typically flashy in the manner of arcane spells (except for psionic illusions, of course,) and emphasize body control and manipulation of basic forces (telekinesis, pyrokinesis, etc.) So these are likely elements of drawing a strong distinction between psionics and magic.</p><p></p><p>* Psionics are at their best when psis are folk who emphasize mastery of both mind and body. The Eberron monks, the Jedi, even the Psiblade or whatever it was called. So maybe we don't need a psionic-master wizard analogue. The idea of a physically awkward, frail wizard focused on magic first and last doesn't fit as well with psionics and having them makes it harder to maintain a strong magic/psionics distinction. I think D&D psionics should focus on classes with something else going on as well, with perhaps some feats for characters who would like a bit of a minor talent.</p><p></p><p>My 2 cents. Good luck!</p></blockquote><p></p>
[QUOTE="S1Q3T3, post: 7672307, member: 6796517"] Well, no. The only reason to have psionics is to have something with a distinctive flavor to it. If it looks and/or feels like something more traditional in fantasy settings, such as magic, then what is the point of it at all? I'm not even sure what fantasy-flavored psi ought to look like. It's not really a feature of classic fantasy stories. It's something that is more native to sci-fi, but has been successfully adopted into D&D. So screw blending in. Psi powers should be weird. A better question might be, what attributes should psi have (or lack) to make it a worthwhile addition to a D&D campaign? My unsolicited opinion: * It should be mechanically and dramatically different from magic. Psi and magic have core similarities -- unseen powers invoked via extensive training and unusual talent and/or mental discipline -- so psi should be strongly distinct from that. * Although they should be distinct from one another, there should be clear rules about how magic and psi interact with one another, and these should include some overlap in defensive/protective mechanics. An 18th-level psionic master should not be helpless before a tyro in magic and vice versa. And poor Muggles do not need the additional disadvantage of arranging both magical and psionic countermeasures. * Psionic powers are typically "blunt" in the sense that they do not unfold a complex series of effects over time, are not typically flashy in the manner of arcane spells (except for psionic illusions, of course,) and emphasize body control and manipulation of basic forces (telekinesis, pyrokinesis, etc.) So these are likely elements of drawing a strong distinction between psionics and magic. * Psionics are at their best when psis are folk who emphasize mastery of both mind and body. The Eberron monks, the Jedi, even the Psiblade or whatever it was called. So maybe we don't need a psionic-master wizard analogue. The idea of a physically awkward, frail wizard focused on magic first and last doesn't fit as well with psionics and having them makes it harder to maintain a strong magic/psionics distinction. I think D&D psionics should focus on classes with something else going on as well, with perhaps some feats for characters who would like a bit of a minor talent. My 2 cents. Good luck! [/QUOTE]
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