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Psionics in 5e: how?
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<blockquote data-quote="Someone" data-source="post: 5988401" data-attributes="member: 5656"><p>So, it has come to this.</p><p></p><p></p><p>This thread is not to discuss if psionics belongs to d&d (discussion that will surely become ugly very quickly) nor to debate if it should be included in the core books – as much as I’ve liked the concept in previous editions, there are good reasons to why it shouldn’t. So let's assume for the thread's sake they'll come in some splatbook.</p><p></p><p>Instead, I’d like to know what approach would you like the design to take. I can see three options:</p><p></p><p>1- PseudoVancian, or 3e approach. Psionics use a slightly modified version of standard magic, with powers being discrete, narrow and well defined effects that are learnt in number and rate at roughly the same pace as spells, which they use as a benchmark of power. They can be learnt with few thematic restrictions –for example, you can learn a telekinetic power that allows you to throw an enemy, but still not be able to do the same to inanimate objects-. They may vary on exact execution or flexibility, but they are a daily resource. </p><p>2- Superhero approach: Psionic characters learn a very small range of broad and flexible powers they can use very often, perhaps with a system to enhance or use them in unorthodox ways. For example, a telekinetic psion could lift things with his mind or throw objects as a ranged attack all day long, but must use some resource (daily or not) to telekinetically pick up a weapon and fight with it, or lift heavier objects. Those special tricks could be learnt as separate tricks, or be improvised on the fly.</p><p>3- Something in between, or 2e approach. Powers were discrete effects much like spells, but you had a core power in each discipline so every telepath was able to communicate telepathically. Also the mechanics of execution and use were definitely unlike spells, requiring stat rolls and power point mechanics definitely not mirrored from spell slots.</p></blockquote><p></p>
[QUOTE="Someone, post: 5988401, member: 5656"] So, it has come to this. This thread is not to discuss if psionics belongs to d&d (discussion that will surely become ugly very quickly) nor to debate if it should be included in the core books – as much as I’ve liked the concept in previous editions, there are good reasons to why it shouldn’t. So let's assume for the thread's sake they'll come in some splatbook. Instead, I’d like to know what approach would you like the design to take. I can see three options: 1- PseudoVancian, or 3e approach. Psionics use a slightly modified version of standard magic, with powers being discrete, narrow and well defined effects that are learnt in number and rate at roughly the same pace as spells, which they use as a benchmark of power. They can be learnt with few thematic restrictions –for example, you can learn a telekinetic power that allows you to throw an enemy, but still not be able to do the same to inanimate objects-. They may vary on exact execution or flexibility, but they are a daily resource. 2- Superhero approach: Psionic characters learn a very small range of broad and flexible powers they can use very often, perhaps with a system to enhance or use them in unorthodox ways. For example, a telekinetic psion could lift things with his mind or throw objects as a ranged attack all day long, but must use some resource (daily or not) to telekinetically pick up a weapon and fight with it, or lift heavier objects. Those special tricks could be learnt as separate tricks, or be improvised on the fly. 3- Something in between, or 2e approach. Powers were discrete effects much like spells, but you had a core power in each discipline so every telepath was able to communicate telepathically. Also the mechanics of execution and use were definitely unlike spells, requiring stat rolls and power point mechanics definitely not mirrored from spell slots. [/QUOTE]
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