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Psionics in a sci-fi D&D
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<blockquote data-quote="Scars Unseen" data-source="post: 8513467" data-attributes="member: 10196"><p>So there have definitely been people asking for just a wizard reskin. No, I'm not digging through 23 pages to engage in a quote war over it. But setting that aside, I think you may be right about talking past each other. But that last paragraph is playing into that hard.</p><p></p><p>Just to speak for myself, not trying to claim what others are or are not suggesting, my big ask is to think of the goals of a psionics system first, <em>then</em> think of how best to meet those goals. I personally don't think a reskin is likely to meet the goal of modelling a sci-fi system of psi powers. I also don't think a single class could encapsulate the various psi tropes to satisfy me(but note that the OP mentions a psionics <em>system, </em>not a class). I don't think the toolbox nature of D&D magic really suits sci-fi psionics. </p><p></p><p>Combine all of those, and I think that the best fit may <em>borrow</em> from existing classes to an extent, but should also incorporate entirely new systems to meet the final goal. No, I don't think that those mechanics should never ever be borrowed from in turn. As for what kind of systems I'm talking about, I'd need more time to flesh out my ideas, but off the top of my head, some of the concepts I can think of might include:</p><p></p><ol> <li data-xf-list-type="ol">Fewer abilities, more flexibility - instead of having a toolkit of various spells like casters, I'd prefer a core of a few abilities along a theme (telepathy, telekinesis, self-targeted biomanipulation, etc) with more ways to use them, expanding in scope, magnitude, etc. as the character develops.</li> <li data-xf-list-type="ol">Stress-based resource management - have a floor and a ceiling for ability use based on level. Usage below the floor is at will with no resource usage at all. Usage within the bounds of the two costs stress resources that return with a short rest. Usage at one level above uses double the resources and those resources don't return until a long rest. Usage at two levels above cost the same as one level above, but require a saving throw, a failure which exhausts <em>all</em> resources until a long rest (leaving at will use probable just for playability purposes).</li> <li data-xf-list-type="ol">Ways to customize abilities on a character basis so not all characters of the same theme play the same. Not sure on how to elaborate on that one yet.</li> </ol></blockquote><p></p>
[QUOTE="Scars Unseen, post: 8513467, member: 10196"] So there have definitely been people asking for just a wizard reskin. No, I'm not digging through 23 pages to engage in a quote war over it. But setting that aside, I think you may be right about talking past each other. But that last paragraph is playing into that hard. Just to speak for myself, not trying to claim what others are or are not suggesting, my big ask is to think of the goals of a psionics system first, [I]then[/I] think of how best to meet those goals. I personally don't think a reskin is likely to meet the goal of modelling a sci-fi system of psi powers. I also don't think a single class could encapsulate the various psi tropes to satisfy me(but note that the OP mentions a psionics [I]system, [/I]not a class). I don't think the toolbox nature of D&D magic really suits sci-fi psionics. Combine all of those, and I think that the best fit may [I]borrow[/I] from existing classes to an extent, but should also incorporate entirely new systems to meet the final goal. No, I don't think that those mechanics should never ever be borrowed from in turn. As for what kind of systems I'm talking about, I'd need more time to flesh out my ideas, but off the top of my head, some of the concepts I can think of might include: [LIST=1] [*]Fewer abilities, more flexibility - instead of having a toolkit of various spells like casters, I'd prefer a core of a few abilities along a theme (telepathy, telekinesis, self-targeted biomanipulation, etc) with more ways to use them, expanding in scope, magnitude, etc. as the character develops. [*]Stress-based resource management - have a floor and a ceiling for ability use based on level. Usage below the floor is at will with no resource usage at all. Usage within the bounds of the two costs stress resources that return with a short rest. Usage at one level above uses double the resources and those resources don't return until a long rest. Usage at two levels above cost the same as one level above, but require a saving throw, a failure which exhausts [I]all[/I] resources until a long rest (leaving at will use probable just for playability purposes). [*]Ways to customize abilities on a character basis so not all characters of the same theme play the same. Not sure on how to elaborate on that one yet. [/LIST] [/QUOTE]
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