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<blockquote data-quote="I'm A Banana" data-source="post: 5837042" data-attributes="member: 2067"><p> <ul> <li data-xf-list-type="ul"> <strong>The "Make Room For It" Method</strong>: Wizards in D&D history evolved to sort of become the "everything that does magic is a wizard" class. But that doesn't have to be true, anymore. A "wizard" can be a focused, knowledge-based, laugage-themed, scholar-esque class now, and some of the more "psychic-y" powers can be relocated to the psion. The psion now becomes the game's best divination and/or charm specialist, the character you go to when you play an oracle, holy seer, or a manipulator of others. Remove a lot of the quirky flavor, and dedicate the psion to its own role in the game. The Wizard remains the "scholar-spellcaster" archetype, but looses some of the "enchanter/diviner" possibility (you can play a psion if you want that).</li> <li data-xf-list-type="ul"> <strong>The "Wild Talent" Method</strong>: Psionics is something any character can dip into at any time. It is perhaps a "theme" you can take, rather than a class. You remain a cleric or a wizard or a rogue or a fighter, you just get to take these psionic options to improve your base abilities or add some variety. DMs who dislike psinoicists can kick the themes with psion flavor to the curb. You can add the "psionics" module to your game in order to evoke a more science-fantasy/new-agey/biopunky kind of feel, if you want. </li> </ul><p></p><p>Those are the two main avenues I see. I think the last one has the most potential and avoids the most conflict, but I like the possibility of the first one.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5837042, member: 2067"] [LIST] [*] [B]The "Make Room For It" Method[/B]: Wizards in D&D history evolved to sort of become the "everything that does magic is a wizard" class. But that doesn't have to be true, anymore. A "wizard" can be a focused, knowledge-based, laugage-themed, scholar-esque class now, and some of the more "psychic-y" powers can be relocated to the psion. The psion now becomes the game's best divination and/or charm specialist, the character you go to when you play an oracle, holy seer, or a manipulator of others. Remove a lot of the quirky flavor, and dedicate the psion to its own role in the game. The Wizard remains the "scholar-spellcaster" archetype, but looses some of the "enchanter/diviner" possibility (you can play a psion if you want that). [*] [B]The "Wild Talent" Method[/B]: Psionics is something any character can dip into at any time. It is perhaps a "theme" you can take, rather than a class. You remain a cleric or a wizard or a rogue or a fighter, you just get to take these psionic options to improve your base abilities or add some variety. DMs who dislike psinoicists can kick the themes with psion flavor to the curb. You can add the "psionics" module to your game in order to evoke a more science-fantasy/new-agey/biopunky kind of feel, if you want. [/LIST] Those are the two main avenues I see. I think the last one has the most potential and avoids the most conflict, but I like the possibility of the first one. [/QUOTE]
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