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Mike Mearls on D&D Psionics: Should Psionic Flavor Be Altered?
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<blockquote data-quote="Staffan" data-source="post: 7673740" data-attributes="member: 907"><p>Not as such, but it does inform what I want in a psionics system. There's also a bit of this:</p><p><img src="http://imgs.xkcd.com/comics/duty_calls.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>When I see someone claim that "ever edition of Psionics has referenced spellcasting", when the one that brought it to prominence did not, I have to object.</p><p></p><p>Now, I recognize that 2e psionics had problems. Not mixing with magic is one of them, primarily because the rest of the game system assumes that supernatural powers will be magic-based which leaves them defenseless against psionics (if psionics had been part of the core rules, I'm sure that some monsters and effects would be stronger or weaker defenses against psionics, just like some are stronger versus steel and others versus magic). Another is that the lack of "power levels" means that psionicists gained access to certain effects at very low levels - e.g. teleport (albeit short range on account of lack of PSPs) at 1st level.</p><p></p><p>But there were many aspects of 2e psionics I found enjoyable. One was that powers generally didn't have a duration - instead, you had to keep pumping PSPs into them to maintain their effect. Another was the disciplines and the prerequisites of many powers, which lead to something of an organic development of powers - for example, most telepathic powers required Mindlink (two-way mental communication) as a prerequisite.</p><p></p><p></p><p></p><p>I do see 2e psionics as the most influential, because that's what Dark Sun was based around, and if your psionics rules can't do Dark Sun they don't really do what they're supposed to. But then again, there were aspects of the Dark Sun fiction that didn't work very well with the 2e psionics rules either (like psionic beast masters keeping the giant lizards pulling caravan wagons docile, when any power requiring power expenditure by the minute would have them run out of juice in less than an hour), so meh.</p><p></p><p>Oh, and Pathfinder doesn't have official psionics. There's Dreamscarred Press' Psionics Unleashed, which is a fair adaption of the 3.5 rules to Pathfinder, but not really an independent thing. There's also Paizo's own upcoming Occult Adventures which will introduce "psychic magic", which is explicitly not the same as psionics but a closely related thing, but using the regular casting system.</p></blockquote><p></p>
[QUOTE="Staffan, post: 7673740, member: 907"] Not as such, but it does inform what I want in a psionics system. There's also a bit of this: [img]http://imgs.xkcd.com/comics/duty_calls.png[/img] When I see someone claim that "ever edition of Psionics has referenced spellcasting", when the one that brought it to prominence did not, I have to object. Now, I recognize that 2e psionics had problems. Not mixing with magic is one of them, primarily because the rest of the game system assumes that supernatural powers will be magic-based which leaves them defenseless against psionics (if psionics had been part of the core rules, I'm sure that some monsters and effects would be stronger or weaker defenses against psionics, just like some are stronger versus steel and others versus magic). Another is that the lack of "power levels" means that psionicists gained access to certain effects at very low levels - e.g. teleport (albeit short range on account of lack of PSPs) at 1st level. But there were many aspects of 2e psionics I found enjoyable. One was that powers generally didn't have a duration - instead, you had to keep pumping PSPs into them to maintain their effect. Another was the disciplines and the prerequisites of many powers, which lead to something of an organic development of powers - for example, most telepathic powers required Mindlink (two-way mental communication) as a prerequisite. I do see 2e psionics as the most influential, because that's what Dark Sun was based around, and if your psionics rules can't do Dark Sun they don't really do what they're supposed to. But then again, there were aspects of the Dark Sun fiction that didn't work very well with the 2e psionics rules either (like psionic beast masters keeping the giant lizards pulling caravan wagons docile, when any power requiring power expenditure by the minute would have them run out of juice in less than an hour), so meh. Oh, and Pathfinder doesn't have official psionics. There's Dreamscarred Press' Psionics Unleashed, which is a fair adaption of the 3.5 rules to Pathfinder, but not really an independent thing. There's also Paizo's own upcoming Occult Adventures which will introduce "psychic magic", which is explicitly not the same as psionics but a closely related thing, but using the regular casting system. [/QUOTE]
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Mike Mearls on D&D Psionics: Should Psionic Flavor Be Altered?
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