D&D General [Poll] How do you prefer psionics to work?

What is your preferred approach to psionics?

  • Point based (similar to spell points). Powers based on levels like spells are

    Votes: 17 18.3%
  • Point based. Powers are not broken down into levels, but spell point investment power effects

    Votes: 42 45.2%
  • Inherent skills to be used more often, but you only get fewer of them in total, recovery is per hour

    Votes: 6 6.5%
  • Inherent powers, fewer in total, and cast them like Vancian magic (per day)

    Votes: 13 14.0%
  • Exhaustion based. Many powers don't raise exhaustion, but more powerful ones do

    Votes: 9 9.7%
  • Specialize at 1st level, those options grow as you level but you don't get more choices

    Votes: 6 6.5%

Yes, but the dice WERE for the subclasses. ;) There was no psion class in that UA. I wouldn't want a full class based on the die. It could be used a bit to give it flavor, but a full caster psionic class(psion/mystic) would need a different mechanic, such as spell points or whatever.
If it's a matter of scale you can always increase the number of dice. I'm not saying it's the best way to mechanically handle psionics but I like it because it's different, has a lot of levers to pull, and tracking is pretty simple (just set some dice in front of you and switch them out as necessary).
 

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Sacrosanct

Legend
A lot of great responses here, and the votes seem to be overwhelmingly for point powered system, with comments based on specialization, and make it unique from any spell casting mechanic. got some ideas bouncing in my head. I'll summarize shortly.
 

Mind of tempest

(he/him)advocate for 5e psionics
A lot of great responses here, and the votes seem to be overwhelmingly for point powered system, with comments based on specialization, and make it unique from any spell casting mechanic. got some ideas bouncing in my head. I'll summarize shortly.
summarize fast I wish to get to hammering out the fun bits.
 

Sacrosanct

Legend
So here's what I've got so far:

There are six discipline types that the PC can choose to specialize in. At level 1, you choose one of the following:
Discipline
Clairsentience
Psychokinesis
Psychometabolism
Psychoportation
Telepathy
Psychic Alteration

Each discipline has passive abilities that you gain at certain levels:
DisciplinePassive level 1Passive level 4Passive level 8Passive level 12
Clairsentienceanticipate attack (+1 AC)know directionidentify+2 ST bonus
Psychokinesis1lb 10ft 1 round2 objects10lb5 objects
Psychometabolism+2 ST poison/venom/diseaseimmune to critschoose one ancestry traitregenerate 1 hp per turn
Psychoportation+5 movement rateignore difficult terrain+5 movement rate+4 ST vs reflex (blink)
TelepathySense feelingsBond (1 creature)detect alignmentdetect lie/truth
Psychic Alterationminor illusionanimate 1 lb, concentrationchange material 1 cu ft concentrationalter shape 1 cu ft

Each discipline has several powers, each of which can be powered based on how many willpower points you devote to that power. For example, clairsentience has a probability power where if you use 1 point, you can shift the die result by 1. if you spent 2 points, you can reroll 1s. And at 4 pts, you get to reroll the die, etc. There are powers that increase the amount by points invested (like healing), or the duration of the effect (going from 1 round per level to 1 turn per level), or completely different effects (levitating to flight). But they all are powered by this point investment mechanic.

The maximum number of points you can use depends on level. However, you can overcharge an ability. I.e., if you're level 6 and have a maximum point contribution of 3 points per power, you can add 1 more point above your threshold and put 4 points towards a power, but doing so results in a penalty (a level of exhaustion for example).

As you gain in levels, you gain access to additional disciplines and powers, as well as increasing your willpower point pool. So a 10th level PC might have access to three of the six disciplines, and 10 total powers from those three disciplines.

so far I have these powers:
DisciplineName
ClairsentienceProbability
ClairsentienceSight
ClairsentienceCombat premonition
Psychic AlterationAlter Material
Psychic AlterationShapechange
Psychic AlterationAnimate Objects
PsychokinesisTelekinesis
PsychokinesisPush
PsychokinesisShield
PsychokinesisForcefield
PsychometabolismHeal
PsychometabolismPurify
PsychometabolismAlter Body
PsychometabolismInfiltration
PsychometabolismBody enhancement
PsychometabolismGrow/shrink
PsychoportationMovement
PsychoportationShifting
PsychoportationPhase object
TelepathyMeditate
TelepathyMind link
TelepathyMind Attack
TelepathyInfluence
TelepathyFrighten
TelepathyIllusion
 


Sacrosanct

Legend
Keep in mind this list is just very rough ideas to get the point across. Please don't take these as gospel

DisciplineName1 pt2 pt4 pt6 pt
ClairsentienceProbabilityalter roll by 1 pointreroll 1sreroll any roll
ClairsentienceSightclairaudienceclairvoyance
ClairsentienceCombat premonition+1 to attack per point
Psychic AlterationAlter Material1 cu ft 1 rnd per level5cu ft 1 rnd per level5 cu ft 1 turn per level10cu ft 1 turn per level
Psychic AlterationShapechanged1 cu ft, 1 turn per level5 cu ft10 cu ft50cu ft
Psychic AlterationAnimate Objects1 object 1 cu ft (stat block)5 cu ft10 cu ft20 cu ft
PsychokinesisTelekinesis10lb 10ft 1 round per level50lbs 30ft 1 round per level200 lbs 30ft 1 round per level1000 lbs, 10ft, 1 round per level
PsychokinesisPush200 lbs, 10ft back500 lbs, 25ft back1000 lbs, 25ft back5000lbs 25ft back
PsychokinesisShield+2 AC until next ROUND+2 AC 1 round per level+4 AC 1 round per level+4 AC per round, block first attack
PsychokinesisForcefield1 pt dmg reduction until next turn1d6 dmg reduction until next turn1d6 dmg reduc 1 round per level2d6 dmg reduc 1 round per level
PsychometabolismHeal1d6 hp per point
PsychometabolismPurifyremove poisonremove paralysisremove petrificationrecover lost level
PsychometabolismAlter Bodymodify 1 body part, 1 round per level1 turn per levelpolymorph 1 round per levelpolymorph 1 turn per level
PsychometabolismInfiltrationfade awayinvisibilityenhanced invisibility
PsychometabolismBody enhancement1 ability +1d41 ability +1d81 turn per level
PsychometabolismGrow/shrink50% taller/smaller, +2 strengthx2 height, 25% height, +4 strength1 turn per level5x height/10% height, +6 strength
PsychoportationMovementleaplevitatehastefly
PsychoportationShiftingblinkdimension doorpasswallteleport
PsychoportationPhase object1 lb, 30ft range5lbs 50ft range25 lbs, 75ft range50 lbs, 100ft range
TelepathyMeditateremove charm/fearremove holdremove all compulsionremove dominance
TelepathyMind linkESPMessageESP 1 creature per level
TelepathyMind AttackMind spikeStunComatoseDominate
TelepathyInfluencesuggestioncharmmass suggestionmass charm
TelepathyFrightenscarefearmass fear
TelepathyIllusionminor illusion, 1 target1 target per levelmajor illusionperfect illusion
 


Mind of tempest

(he/him)advocate for 5e psionics
nice work @Sacrosanct, we will be needing to hammer out better names as psychopotation, Psychic Alteration and Psychometabolism are horrible sounding and we will need lots of options.

plus a detailed idea on what the subtypes are truly about.
 

Lanefan

Victoria Rules
A few quick thoughts on the abilities listed, which on the whole are pretty good:

Combat premonition should somehow be able to improve the user's initiative roll: they see it coming and can react faster.

Removal of petrification assumes the person petrified is still alive and sentient in there, a big leap when your brain's just been turned to stone with the rest of you. Unless you mean removal of petrification from someone else, but it should say that if that's what's meant.

Actually, in general there needs to be more clarity across the chart as to which - if any - of these abilities can be used on someone else.

Telepathy, as a key class feature, needs some serious beefing up. Detect Lie should be in there somewhere, also some sort of deep memory reading or scan (ESP just gives surface thoughts, right?) and maybe a Detect Charm of some sort. But most important: telepathy needs to be given a long-range - as in, anywhere on the same plane at the highest point-count - mind-to-mind communication option. This alone would make psionicists both attractive to play and useful to have in parties.

That said, one aspect of Telepathy is a mess: the whole Meditate line might as well not be there as if you're already charmed or dominated you're not going to want to do this in the first place as you'd have no good reason to, rendering it useless. Again, unless the intent is that it works on others; but that's not stated.

The Movement line might step into the Monk's niche a bit too far.
 

Sacrosanct

Legend
A few quick thoughts on the abilities listed, which on the whole are pretty good:

Combat premonition should somehow be able to improve the user's initiative roll: they see it coming and can react faster.

Removal of petrification assumes the person petrified is still alive and sentient in there, a big leap when your brain's just been turned to stone with the rest of you. Unless you mean removal of petrification from someone else, but it should say that if that's what's meant.

Actually, in general there needs to be more clarity across the chart as to which - if any - of these abilities can be used on someone else.

Telepathy, as a key class feature, needs some serious beefing up. Detect Lie should be in there somewhere, also some sort of deep memory reading or scan (ESP just gives surface thoughts, right?) and maybe a Detect Charm of some sort. But most important: telepathy needs to be given a long-range - as in, anywhere on the same plane at the highest point-count - mind-to-mind communication option. This alone would make psionicists both attractive to play and useful to have in parties.

That said, one aspect of Telepathy is a mess: the whole Meditate line might as well not be there as if you're already charmed or dominated you're not going to want to do this in the first place as you'd have no good reason to, rendering it useless. Again, unless the intent is that it works on others; but that's not stated.

The Movement line might step into the Monk's niche a bit too far.
All solid ideas. Again, those were just really rough ideas I threw out there just to fill out the general idea of where I wanted to go. A lot of the "remove charm" should instead be "immune to charm" as your mind can block out the attack. Something along those lines.
 

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