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Psionics and magic

the Jester said:
Yeah, you have to at least use a 'translucency' effect. For instance, imc detect magic and detect psionics are distinct, but dispel magic and negate psionics work on both magic and psionics (though there is a -4 against the 'wrong type'). Likewise, PR and SR are reduced by 4 against spells and powers, respectively. This 'fine tunes' resistances and makes magic and psionics distinct, but still effective either way (just less effective when applied in the 'wrong direction').
My house rules about psionic/magic transparency:
  • Abilities that affect the foundation of other powers and spells work the same regardless of whether the other effect is psionic or magic in nature. Examples: dispel magic/psionics, globe of invulnerability.
  • Abilities that let you manipulate/use psionics or magic are usually specific to that type. Examples: Use magic/psionic device, item creation feats.
  • Abilities that provide information about magic or psionics tend to only give very basic information about the other type, unless specifically geared toward giving more information. Example: detect magic will tell you that there's a psionic effect on an item, but it won't tell you the discipline. One exception is identify (both psionic and magic) - it works equally well regardless of whether the item identified is magic or psionic. There are versions of powers/spells that are designed to provide more information, these tend to be one or two levels higher than the base power (e.g. detect psionics as a spell would be 2nd level)
  • Things that are based on effects rather than the force of magic/psionics itself work normally. Example: A resist energy (fire) works equally well regardless of whether you're hit by a fireball or an energy cone (fire).
    [*]The lore concerning magic and psionics are very different. Thus, Psicraft and Spellcraft remain different skills, as do Knowledge (Psionics) and Knowledge (Arcana). Use Psionic Device is also a different skill than Use Magic Device, as explained above.
 

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Kae'Yoss said:
Oh, one thing: Treat psionics just like magic for purposes of what affects what. Dispel magic will dispel psionics, SR is PR, and so on. If you don't do that, you'll have to make Psionics a major think in your campaign, about as common as arcane magic and divine magic, or psionicists will be too powerful.

Why is that? If you use the "psionics are different" rule psionicists and psionic creatures are just as vulnerable to divine and arcane effects as the core classes and creatures are to psionics.
 

Brennin Magalus said:
Why is that? If you use the "psionics are different" rule psionicists and psionic creatures are just as vulnerable to divine and arcane effects as the core classes and creatures are to psionics.

Right, but the point is that you have to explicitly start putting psionic opponents/creatures in your game, elsewise the situation becomes unbalanced.
 

Psionics are completely balanced with magic as long as you use the rule that magic affects psionics and psionics affect magic. I highly recommend the XPH and allow it in my game with no modifications or house rules. In some ways, I even think psionics are underpowered compared to magic.

I utterly disagree with everyone who thinks psionics are unbalanced. I have never had a problem with them. Just remember one important rule:

No more power points can be spent on any one power than your manifester level. Period.

This is the key that most people overlook. They let their psion players blow tons of points on boosting, empowering, and quickening their powers, when technically they aren't allowed to do that.

I had the opportunity to play a psion in a recent game I'm joining, and decided to play a cleric instead since a psion would have been too weak.
 

Brennin Magalus said:
Why is that? If you use the "psionics are different" rule psionicists and psionic creatures are just as vulnerable to divine and arcane effects as the core classes and creatures are to psionics.

Except that it's easier for them to get past these vulnerabilities against magic (magic items, spells cast by other party members) than vice versa.
 

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