Non-magic campaign advice solicited here.

werk

First Post
I'm gearing up to start a new campaign, and I just had the idea to throw out traditional magic and rely almost entirely on psionics. The reason for this is to familiarize my players, and myself, with psionics and the varsatility that comes with it.

Here are the problems I forsee, but let me know any that you think might exist:
1. Healing - while psychometablism provides some helaing powers, they appear to be higher level. I haven't gathered all my powers into one list yet, but does anyone have advice for how to supply healing at lowest levels?
2. Spell lists - I'll need to modify the class spell lists for non-primary-caster classes like rangers, paladins, assassins, etc., to switch them to powers. I think this could easily make those classes a lot more powerful or versatile. Thoughts?
3. Wonderous items - will need to be switched from spell effects to powers, which, once again, I'm afraid could overpower them a bit....and frankly, is a tonne of work.

I was also considering keeping druid as is, kind of a throw back to 'the old ways' or a magic of nature vs. magic of man paradigm.

I said above that I'm a little concerned about secondary manifestors being overpowered, do you think this should even be a concern since it will be a power-bump across the board?

I know it's a lot of work, but I never play published modules or adventures and I almost always stat-up or advance monsters and NPCs, so it's only marginally more daunting than my usual masochism.

Looking for most any input, so don't be shy.
 

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I'm not sure about healing, but somethign I have done in low or no magic games is to make alchemical version of potions available. If a player wants to make them require a feat called "Healing Salves" that has a prereq of Craft(alchemy) 5 ranksand Heal 5 ranks. From there its a matter of setting DCs for healing, and other restorative potions like cure disease. That wouldn't be too hard, if you are interested I would be glad to help.

I wouldn't alter casting classes to make them fit into psionics. I would just leave them out completly. In their place you might choose another variant system, like Tome of Battle or Magic of Incarnum. I think either would have a good feel in an Psionics heavy campaign setting. The other option is to find the non-magical variants published in various places, I know they exist for Ranger and Paladin.

You might want to just limit yourself to psionic wonderous items, or make them more like artifacts. Either way its probablly best not to do too muich conversion.

I know people around here have done all psionic campaigns. It should be easier than you are thinking it is.
 

Okay, no magic, all psionics?

Well..

Classes from PHB:
-Fighter, Rogue, Barbarian, Monk.

All other classes excluded (Why? All other classes have non-psionic magics! Inconceivable!)

anything from the five other books (CW, CA, CAd, CD, and PHBII) will only allow classes with no spell casting powers, or specifically restricted spell casting powers. (So, the Warlock and Dragon Shaman could be okay, but the Spellthief isn't, that sort of thing)

The BBEG should be a mind flayer.

Have a standing rule: if Your Non-psionic character dies, replace it with a psionic character, If your psionic character dies, you may replace it with anything of your choosing.

Award treasure as normal from the DMG, but any time a magical item is rolled include one psionic treasure item.
 
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Stormborn said:
I wouldn't alter casting classes to make them fit into psionics. ... The other option is to find the non-magical variants published in various places, I know they exist for Ranger and Paladin.

I know people around here have done all psionic campaigns. It should be easier than you are thinking it is.

I like this advice.

agent oracle said:
Classes from PHB:
-Fighter, Rogue, Barbarian, Monk.

All other classes excluded (Why? All other classes have non-psionic magics! Inconceivable!)

anything from the five other books (CW, CA, CAd, CD, and PHBII) will only allow classes with no spell casting powers, or specifically restricted spell casting powers. (So, the Warlock and Dragon Shaman could be okay, but the Spellthief isn't, that sort of thing)

The BBEG should be a mind flayer.

Have a standing rule: if Your Non-psionic character dies, replace it with a psionic character, If your psionic character dies, you may replace it with anything of your choosing.

Award treasure as normal from the DMG, but any time a magical item is rolled include one psionic treasure item.

I don't like this advice :lol: just kidding.

I see you offering a lot of advice that doesn't seem to jive with my original post. Maybe in addition to the strict and limiting changes you propose, you could supply some reasoning or justification why those actions should be taken rather than what I suggested? You say to exclude most classes rather than modifying them, why? the BBEG should be a mindflayer, besides DUH!, why? why replace non-psions with psions...see where I'm going with this? It'll be easier for me to follow your advice if I understand the reasoning behind it.


Thanks all! Keep 'em coming.
 

Glad you liked the advice. You might also want to consider the Monte Cook Bard variant from Complete Book of Eldritch Might. Instead of spells it has song effects. In the end it can do a lot of the same thigns the core bard can, but the flavor and mechanics are totally unique and wouldn't disrupt your "no spells" idea. You might also want to look into Mindshadows from GR.
 

werk said:
I see you offering a lot of advice that doesn't seem to jive with my original post. Maybe in addition to the strict and limiting changes you propose, you could supply some reasoning or justification why those actions should be taken rather than what I suggested? You say to exclude most classes rather than modifying them, why? the BBEG should be a mindflayer, besides DUH!, why? why replace non-psions with psions...see where I'm going with this? It'll be easier for me to follow your advice if I understand the reasoning behind it.


Thanks all! Keep 'em coming.

Sorry, I was kind of groggy when I wrote that.

Your goal is to get the players comfortable with psionics, and prove to them that it's not broken, right? Well then, the best way to do that is to show them that psionics characters have their ups and downs, just like any other character class. The best way for them to learn, is to play.

Use the non-magical variants wherever possible. Encourage it among your players. The ranger and paladin might be available, but there is no nonmagical druid i am aware of.

But, I'll answer what I can.

1. Slip a wand of Cure Light Wounds into their treasure very early in the game. It'll help everyone get by. Make potions of CLW easily available, and drop a fresh wand every once in a great while. This will alleviate most of the healing worries. Make sure to emphasize the availability of the Healer class from the Minis handbook. it's a non-magical class that has the abilities to replicate magical healing.

2. In making Non-primary casters like Paladins, Rangers, etc. into psionic compatibles, Analyze their spell lists, Bards have "small" spell lists by which each spell has a psionic equivalent. If there is no psionic equivalence for a given spell or power (for instance, Unluck) make one up, keeping the original spell's level in mind. As for manifestation of power points, try advancing lesser manifers as psychic warriors.

3. Use the standard items. No point in woking too hard for yourself. Just explain that magic items are crafted specially and produce unique effects independent of the manifested abilities.
 

I agree with the no secondary arcane or divine casters thing. You'd be stepping on the toes of the Psychic Warrior, the Soulknife, the Divine Mind, and the Lurk.

Between those four classes, you've got everything but wilderness competence covered, and you can hang on to that with the barbarian and scout.
 

If your goal is really just to get familiarity with the system, I'd plan on a series of one-shots instead of a campaign. It'll lessen the pressure during character creation and allow players (and you) to experiment with a wide variety of powers and character builds.

Maybe even ask your players to each create two characters, and just throw them (one at a time) into a gladiator arena. Spread control of psionic NPCs and monsters to the players. After all, the purpose is to learn the system, so it doesn't matter who wins or dies in these combats.

After one or two sessions you'll all be familiar with the mechanics and can go about making your "real" characters, villains, and campaign.

But yeah, don't just start the campaign cold. Last thing you want is for everyone to agonize over power choices and spend time on rich character backgrounds, only to discover after one fight that no one likes psionics and you've all wasted time. :)

-z
 

I would go with the "all standard magic classes banned" idea as well. Look at it this way:

Bard - nothing here that could be done with a few powers and a decent skill list.
Barbarian - non-magic
Cleric - The Ardent fills this role
Druid - nothing here that could be done with powers
Fighter - non-magic
Monk - drop it.
Paladin - keep or drop, doesn't matter
Ranger - replace with Scout
Rogue - keep it
Sorcerer/Wizard - Psion/Wilder fill this role

With the other Psionic classes from XPH and ComPsi, you have more than enough stuff to fill in the rest, and be able to run a sucessful psionics campaign.

Just my two coppers :)
 

Complete Psionic (if you don't have it) would provide some of what might be 'needed'.

Granted, Life Mantle and so on are not even close to being in the same league as a Cleric's healing power, say. But still, it might be a reasonable place to start.
 

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