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<blockquote data-quote="werk" data-source="post: 3000085" data-attributes="member: 29663"><p>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.</p><p></p><p>Here are the problems I forsee, but let me know any that you think might exist:</p><p>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?</p><p>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?</p><p>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.</p><p></p><p>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.</p><p></p><p>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?</p><p></p><p>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.</p><p></p><p>Looking for most any input, so don't be shy.</p></blockquote><p></p>
[QUOTE="werk, post: 3000085, member: 29663"] 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. [/QUOTE]
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