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[Poll] How do you prefer psionics to work?
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<blockquote data-quote="steeldragons" data-source="post: 8243563" data-attributes="member: 92511"><p>This is very similar to my own homebrew Psychic class is set. Which really doesn't (though I selected the Power Point option) match any of the poll options perfectly. They are Point driven, that's the Class' signature mechanic that makes them "not just another wizard/caster." But there are also inherent powers to all Psychics (Talents) and innate powers tied to your area of focus (Discipline) that are universal to all psychics of your kind.</p><p></p><p>I have a more limited number of "sub-classes" worked out (4, not 6). And the selection of a subclass ("discipline"), in the 5e vein, is pushed back to 3rd level.</p><p></p><p>You begin with "Mental Talents" (a.k.a. Psychic cantrips) that are, mostly, at will. Some more powerful talents have point costs. These talents include various offensive and defensive powers that are, largely, effective against any sentient/sapient mind, so the Psychic need not feel "useless" their first few levels. A lot of them are "divinatory" in nature: Detecting Minds, Detecting Auras, Detecting [other] Psychics (e.g. Psychicly Aware minds/creatures, psychic energies/powers in the area, etc...], Sensing Danger, and such like.</p><p></p><p>You begin with a number of Talents, and gain more as you level up. But you use them at will (predominantly).</p><p></p><p>When you choose a Discipline: Telepathy or Telekinetics are the base/first options presented, I later added Clairvoyance and Empathy as additional disciplines - you receive a base, at will, power that can be augmented with points spent, and gain additional innate discipline powers...I want to say at 3 further levels (don't recall offhand which ones. Something like 7th, 11th, 15th sounds about right). Otherwise, you have access to ANY and ALL powers in your Discipline power list. These lists are divided into various amounts of PP, vs. "spell level," that must be spent to enact.</p><p></p><p>So, you could spend all day using minor point or at will powers and feel fine. OR, if necessity warranted, you might blow your entire daily allotment of PP in a single massive manifestation that leaves you completely exhausted...but you brought down the entire temple on that army of snake-demons that had your party hopelessly outnumbered, for example.</p><p></p><p>Expanding your mental powers into a secondary discipline comes in at higher level...I think 12th...</p><p></p><p>I expect, eventually, if there were call for it from a player, I could add in the metabolic and 'porting powers/disciplines. The Empath has a little bit of metabolic powers, now that I think about it. But minor. No shapeshifting or anything like that.</p><p></p><p>EDIT: Oh! And I DO, wherever possible, use the names of standardized spells to describe powers that do the same thing. I think it assists in player "buy-in" and comprehension. You can have your magely spellbook-carrying guy who knows the incantation to <em>Charm Person.</em> OR, you could be a Psychic, take the Telepathy discipline, and <em>Charm Person</em> without a word. Any tweaking/variables that work differently for the psychic version, are just explained in the spell description. So, there are powers in the Psychic power lists like <em>Detect Magic, Suggestion, Hold Person </em>and <em>Levitate</em>. But there are also things like <em>"Moment of Prescience"</em> and <em>"Energy Dispersion," "Aggression Inversion" </em>and <em>"Vertigo Blast."</em></p></blockquote><p></p>
[QUOTE="steeldragons, post: 8243563, member: 92511"] This is very similar to my own homebrew Psychic class is set. Which really doesn't (though I selected the Power Point option) match any of the poll options perfectly. They are Point driven, that's the Class' signature mechanic that makes them "not just another wizard/caster." But there are also inherent powers to all Psychics (Talents) and innate powers tied to your area of focus (Discipline) that are universal to all psychics of your kind. I have a more limited number of "sub-classes" worked out (4, not 6). And the selection of a subclass ("discipline"), in the 5e vein, is pushed back to 3rd level. You begin with "Mental Talents" (a.k.a. Psychic cantrips) that are, mostly, at will. Some more powerful talents have point costs. These talents include various offensive and defensive powers that are, largely, effective against any sentient/sapient mind, so the Psychic need not feel "useless" their first few levels. A lot of them are "divinatory" in nature: Detecting Minds, Detecting Auras, Detecting [other] Psychics (e.g. Psychicly Aware minds/creatures, psychic energies/powers in the area, etc...], Sensing Danger, and such like. You begin with a number of Talents, and gain more as you level up. But you use them at will (predominantly). When you choose a Discipline: Telepathy or Telekinetics are the base/first options presented, I later added Clairvoyance and Empathy as additional disciplines - you receive a base, at will, power that can be augmented with points spent, and gain additional innate discipline powers...I want to say at 3 further levels (don't recall offhand which ones. Something like 7th, 11th, 15th sounds about right). Otherwise, you have access to ANY and ALL powers in your Discipline power list. These lists are divided into various amounts of PP, vs. "spell level," that must be spent to enact. So, you could spend all day using minor point or at will powers and feel fine. OR, if necessity warranted, you might blow your entire daily allotment of PP in a single massive manifestation that leaves you completely exhausted...but you brought down the entire temple on that army of snake-demons that had your party hopelessly outnumbered, for example. Expanding your mental powers into a secondary discipline comes in at higher level...I think 12th... I expect, eventually, if there were call for it from a player, I could add in the metabolic and 'porting powers/disciplines. The Empath has a little bit of metabolic powers, now that I think about it. But minor. No shapeshifting or anything like that. EDIT: Oh! And I DO, wherever possible, use the names of standardized spells to describe powers that do the same thing. I think it assists in player "buy-in" and comprehension. You can have your magely spellbook-carrying guy who knows the incantation to [I]Charm Person.[/I] OR, you could be a Psychic, take the Telepathy discipline, and [I]Charm Person[/I] without a word. Any tweaking/variables that work differently for the psychic version, are just explained in the spell description. So, there are powers in the Psychic power lists like [I]Detect Magic, Suggestion, Hold Person [/I]and [I]Levitate[/I]. But there are also things like [I]"Moment of Prescience"[/I] and [I]"Energy Dispersion," "Aggression Inversion" [/I]and [I]"Vertigo Blast."[/I] [/QUOTE]
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[Poll] How do you prefer psionics to work?
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