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*Dungeons & Dragons
Psionics in a sci-fi D&D
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<blockquote data-quote="Aldarc" data-source="post: 8509982" data-attributes="member: 5142"><p>I would say that the problem is that even if psionics are "space magic," how 'magic' operates or functions is incredibly broad, particularly within the realm of fantasy itself: e.g., spell books, spells, rituals, material components, incantations, at-will talents, etc. </p><p></p><p>For example, Blue Rose has psychic arcana as a type of magic that operates like other magic in the setting. However, other magic in the setting involves at-will magic, often requiring Adept characters making rolls against fatigue. Magic does not involve spells cast from spellbooks, using spell slots, or spells per day. </p><p></p><p>This is one of the chief problems with the discussion about whether or not psionics are "magic." Even if one agrees that psionics are a form of magic or magic by another name, one does not necessarily agree that psionics should use the spell level/slot system or that one should use wizards and sorcerers instead. But that is often what happens in these discussions: i.e., a LOT of bad faith bait-and-switching.</p><p></p><p></p><p>There seems to be more overlap between the Force and D&D psionics than with the Force and D&D magic (<em>on the whole</em>). The Force is in many respects like Ki, but Ki and Psionics have been linked before in D&D (e.g., 4e D&D). But the Force does involve meditation, telepathy and empathy, telekinesis, mind-over-matter bodily enhancement, heightened reflexes, intuition, lightning powers, precognitive visions, psychometry, mysticism, etc. which are common powers, including in terms of flavor text with D&D psionics. It's hard to imagine that D&D psionics weren't likely influenced by the Force, Jedi, and Sith from Star Wars.</p><p></p><p></p><p>Psionics, IMHO, represent - much like 19th century Spiritualism - a reaction to the scientific materialism, reason, and empiricism of Post-Enlightenment worldview. It represents a desire for a continued place of the magical, otherworldly, miraculous, and paranormal elements that were previously a part of (predominately) Euro-American worldviews.</p><p></p><p>Considering how many people still treat wizards as the scientists and academics in a world of magical fantasy, I'm not surprised (in retrospect) of the continued desire for psionics.</p><p></p><p></p><p>I think that there would have been far less of an issue had D&D 5e gone the PF2 route and came up with four universal spell lists: i.e., Arcane, Divine, Occult/Psionic, and Primal. So if you want your mutant fantasy that you were born with psionic powers, pick the Occult spell list. Is your in-born gift that you were born with powers of nature and the wild? Pick the Primal spell list. That would have also been a great way to provide a place for psionics at the start.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8509982, member: 5142"] I would say that the problem is that even if psionics are "space magic," how 'magic' operates or functions is incredibly broad, particularly within the realm of fantasy itself: e.g., spell books, spells, rituals, material components, incantations, at-will talents, etc. For example, Blue Rose has psychic arcana as a type of magic that operates like other magic in the setting. However, other magic in the setting involves at-will magic, often requiring Adept characters making rolls against fatigue. Magic does not involve spells cast from spellbooks, using spell slots, or spells per day. This is one of the chief problems with the discussion about whether or not psionics are "magic." Even if one agrees that psionics are a form of magic or magic by another name, one does not necessarily agree that psionics should use the spell level/slot system or that one should use wizards and sorcerers instead. But that is often what happens in these discussions: i.e., a LOT of bad faith bait-and-switching. There seems to be more overlap between the Force and D&D psionics than with the Force and D&D magic ([I]on the whole[/I]). The Force is in many respects like Ki, but Ki and Psionics have been linked before in D&D (e.g., 4e D&D). But the Force does involve meditation, telepathy and empathy, telekinesis, mind-over-matter bodily enhancement, heightened reflexes, intuition, lightning powers, precognitive visions, psychometry, mysticism, etc. which are common powers, including in terms of flavor text with D&D psionics. It's hard to imagine that D&D psionics weren't likely influenced by the Force, Jedi, and Sith from Star Wars. Psionics, IMHO, represent - much like 19th century Spiritualism - a reaction to the scientific materialism, reason, and empiricism of Post-Enlightenment worldview. It represents a desire for a continued place of the magical, otherworldly, miraculous, and paranormal elements that were previously a part of (predominately) Euro-American worldviews. Considering how many people still treat wizards as the scientists and academics in a world of magical fantasy, I'm not surprised (in retrospect) of the continued desire for psionics. I think that there would have been far less of an issue had D&D 5e gone the PF2 route and came up with four universal spell lists: i.e., Arcane, Divine, Occult/Psionic, and Primal. So if you want your mutant fantasy that you were born with psionic powers, pick the Occult spell list. Is your in-born gift that you were born with powers of nature and the wild? Pick the Primal spell list. That would have also been a great way to provide a place for psionics at the start. [/QUOTE]
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