Psionics: great taste or better system?

fafhrd

First Post
I recently received the Expanded Psionics handbook as a gift. I admit, I've avoided psionics like a plague for years. I didn't want anything to challenge my beloved wizards. Thing is, the system rocks. It seems superior to magic in just about every way...and I hate that.

Back to topic, those of you would enjoy and use psionics, do you do so primarily for the flavor of the classes(technical jargon, self reliance, focus on mental acuity) or for the mechanics(beautiful scaling power progressions, flexible pool systems, clearly delineated disciplines)?

If 4e came out with revised magic mechanics that ran just as cleanly as psionics does now, would you still want psionics, or would it be duplicative? (If you cringe at the thought of 4e and already have your protest banners marked up and in a closet, just pretend that these changes could magically take place in your existing rule books.)

Please try to avoid just saying "both" in answer to the first question and focus on the primary instigator.
 
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fafhrd said:
Back to topic, those of you would enjoy and use psionics, do you do so primarily for the flavor of the classes (technical jargon, self reliance, focus on mental acuity) or for the mechanics (beautiful scaling power progressions, flexible pool systems, clearly delineated disciplines)?
I like the mechanics, I don't like the jargon and the art found in XPH.
 

Well, I was playing psions before the XPH came out, so it must be the flavor that appeals to me rather than the mechanics. (Although I am very fond of the XPH ruleset.)
 

Mmmmmmm... psionics.

Honestly I've considered ditching the usual magic system altogether and using psionics as THE magic of my game. The only problem is that it seems most players don't want to learn a new magic system (heck... nobody in my Midnight campaign is playing a Channeller because of the different magic system even through the individual spells are the same).

Because in most cases only one person out of a gaming group will want to play a psionic character I like to run it as an underground form of magic persecuted by wizards in my homebrew campaign setting. Sorcerers are also persecuted but not as harshly because you basically have to be born a Sorcerer... either you have the arcane potential or you don't. Psionics is a teachable science that threatens the dominance of the wizard guilds because (to butcher a line from the Incredibles) "If everyone is Super then no one is".

The funny thing about psionics is that back in the day of 1e and 2e any character regardless of class could make a roll to see if they had psionic abilities. Most people I played with back then would make that roll and actually wanted psionics. What changed besides the fact that you have to take a psionic character class if you want to be psionic?
 

Hmmm. Between flavour and mechanics as found in the XPH, I'd go with mechanics, for sure.

The flavour is not really my thing, overall. It's not relentlessly hideous either (in my opinion) but yeh - just not as 'cool' as some other systems.

I play a Psion in Dark Sun 3.x (not the Dragon variety, but the net sort - AFAIK), and I enjoy the way the class is set up. Very nice indeed. The Psychic Warrior has seen play too. Again, very nice. The other two, eh. I dunno really, at this point.
 

The system outlcasses the regular magic system (arcane and divine) in every way. I'd never go back to playing a wizard and I would use the XPH system as the only form of magic if I were to run a D&D game. If the players got all finicky about the scientific theme in the terminology, I'd just change the names of the powers. Honestly, those who quibble with psionics because of a purported "scientific feel" are carrying around old prejudices about psionics. ;)
 

Well, it depends upon the game.

For my Dark Sun games I really get into the flavour and how psionics interact with the setting. Psionics, in my DS games, is the principal supernatural force at work in society, jostling for position with the magic of the templarate. Elemental clerics are a close second to those two, with arcane magic existing almost wholly underground.

For my homebrew, it's the system. In those games, psionics is actually High Magic, the province of mages. It is a pure form of magic that requires no components and was originally the province of the dragons, who later taught it to the lesser races. All the flavour is changed and only the mechanics are retained as a way of representing a primal, pure, unfettered form of magic.

Overall, I'd have to say that the system trumps the flavour, as the flavour can be altered with little or no impact on the mechanics, according to the requirements of the setting.
 

I find that psionics just feels more scifi than fantasy. And as much as i like the mechanics of the XPH, i really dislike the whole ectoplasmic pseudoscience flavour of it. In a fantasy setting that is. possibly i'd accept it in a scifi setting, or a nonstandard fantasy setting such as Darksun (or ebberon). Now if someone'd just change the flavour to a more fantasyesque and/or convert the standard spellcaster classes to use a system matching the xph i'd be a happy... well something. It'd be easy as mild cheddar changing all names of the powers and the mechanics/fluff of display effects of powers.

Also, i find it strange and irritating that so many xph powers were just PHB ripoffs, instead of being unique for psionicists. Maybe the upcoming (?) Complete Psionics book will correct this by adding more unique powers. Rather than new psionic base clases.
 

fafhrd said:
Back to topic, those of you would enjoy and use psionics, do you do so primarily for the flavor of the classes(technical jargon, self reliance, focus on mental acuity) or for the mechanics(beautiful scaling power progressions, flexible pool systems, clearly delineated disciplines)?

If 4e came out with revised magic mechanics that ran just as cleanly as psionics does now, would you still want psionics, or would it be duplicative? (If you cringe at the thought of 4e and already have your protest banners marked up and in a closet, just pretend that these changes could magically take place in your existing rule books.)

Please try to avoid just saying "both" in answer to the first question and focus on the primary instigator.

So, do you want to actually know what I think or have me parrot an answer which does not reflect my view? :)

I am actually a big fan of the wizard class myself, and consdier the slot-based system a nice compromise between ease of use and flavor. I can't say that I'd be in favor of going to a point-type system for magic for a hypothetical 4e, because I don't think it's "cleaner" as you say. Tracking individual points -- which vary by power level and augmentation -- is more accounting than simply striking off on check box for the spell prepared.

Not that I don't like the psionics mechanics, I just consider them more advanced and less accessible to the average player. The are well written (though some individiaul powers need some work), just require more accounting than some players might be comfortable with.

I guess to answer your question as desired is I favor the flavor, the image that the psionic characters and powers project in the game. My first long running 3e campaign featured a villainous empire that employed psions as some of its cheif agents. The feel of dread at particularly the telepathy (mind reading, thought control), clairsentience (you can run but you can't hide!) and psychoportation lent a great feel to them as villains.
 

I honestly never really cared for the Core Psionics rules. More power to those that dig it - to each their own!

But I am a junkie for Green Ronin's "The Psychic's Handbook" by Steve Kenson

It is a skill/Feat based system and is actually quite dynamite. I have used for everything from Pyrotechnics to Crouching Tiger gymnastics.

It has info for using it in D20 or D20 Modern.

It is very reasonable too at only $16.95. Especially considering the use I have gotten out of it.

Might be worth perusing!

Razuur
 

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