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General Tabletop Discussion
*Dungeons & Dragons
Psionics in a sci-fi D&D
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<blockquote data-quote="Hussar" data-source="post: 8513414" data-attributes="member: 22779"><p>Again, who is arguing that? That's a pretty slippery slope you're crafting here - because we can use the magic system to model psionics, that means that we're going to use the magic system to model every single element of the game? <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /></p><p></p><p>See, the problem is, the argument that it requires different mechanics in order to make an SF psychic feel different from a fantasy wizard needs a bit more proof than just your say-so. After all, we can model all sorts of very, very different concepts - from a artificer to a cleric to a wizard - using the existing system. Additionally, EVERY class in D&D uses EXACTLY the same magic system. So, I'm going to need a bit more than, "Oh, I want it to feel different" to sign off on the idea that this lone concept, out of the thousands of concepts that are covered by the D&D magic system, absolutely needs a new system in order to feel different.</p><p></p><p>Heck, 4e managed a pretty darn collection of psionic classes that didn't need unique mechanics whatsoever. They used the same system as every other class. 1e didn't even HAVE a psionic class at all. Just a bolt on system for all other classes. Something that has been continued in other editions with things like Wild Talents and whatnot. </p><p></p><p>I'll be the first to admit, I didn't pay much attention to 3e psionics - was a 3e psion using entirely different mechanics like the 2e psionic classes did? Or did it simply adapt the existing magic system.</p><p></p><p>The point being, psionics need unique casting systems hasn't always been true. At least one edition made no distinction between psionics and any other class. So far, no one has been able to make a very good argument other than appealing to the feels for why we need a class specific casting system for one class.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8513414, member: 22779"] Again, who is arguing that? That's a pretty slippery slope you're crafting here - because we can use the magic system to model psionics, that means that we're going to use the magic system to model every single element of the game? :erm: See, the problem is, the argument that it requires different mechanics in order to make an SF psychic feel different from a fantasy wizard needs a bit more proof than just your say-so. After all, we can model all sorts of very, very different concepts - from a artificer to a cleric to a wizard - using the existing system. Additionally, EVERY class in D&D uses EXACTLY the same magic system. So, I'm going to need a bit more than, "Oh, I want it to feel different" to sign off on the idea that this lone concept, out of the thousands of concepts that are covered by the D&D magic system, absolutely needs a new system in order to feel different. Heck, 4e managed a pretty darn collection of psionic classes that didn't need unique mechanics whatsoever. They used the same system as every other class. 1e didn't even HAVE a psionic class at all. Just a bolt on system for all other classes. Something that has been continued in other editions with things like Wild Talents and whatnot. I'll be the first to admit, I didn't pay much attention to 3e psionics - was a 3e psion using entirely different mechanics like the 2e psionic classes did? Or did it simply adapt the existing magic system. The point being, psionics need unique casting systems hasn't always been true. At least one edition made no distinction between psionics and any other class. So far, no one has been able to make a very good argument other than appealing to the feels for why we need a class specific casting system for one class. [/QUOTE]
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