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Psionics in a sci-fi D&D
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<blockquote data-quote="see" data-source="post: 8515837" data-attributes="member: 10531"><p>Here are the options as I see them:</p><p></p><p>1) Reskin magic. For example, take the sorcerer chassis, refluff, make thematic subclasses, customize the spell list, and use something like the DMG spell point rules. For another example, take the 3.5 SRD psionics and adapt to 5th edition (which means, not particularly different from the first example).</p><p></p><p>2) Create a totally new system competitive with magic. Discover it is a hugely broken mess people* don't want to learn. Revise it to be less broken and easier to learn. Discover it's a largely broken mess people still don't want to learn. Revise it to be less broken and easier to learn. Discover it's a moderately broken mess people still don't want to learn. Revise it to be less broken and easier to learn. Discover it's a mildly broken mess. Revise it to be less broken and easier to learn. </p><p></p><p>In the end, see that because "less broken" consistently moves your design toward emulating the existing magic system (since existing systems are already tested and are the baseline for "broken"), and because "easier to learn" consistently moves your design toward the existing magic system (since people have already learned it), that you have reduplicated the process by which TSR/WotC went from the 2e <em>Complete Psionics Handbook</em> to the 3.5 <em>Expanded Psionics Handbook</em>, and you could have saved a <em>lot</em> of time by just taking option #1 to start with.</p><p></p><p>*Here read "most DMs". A complicated system that <em>only</em> players of psionicists had to learn would be fine, but if the DM doesn't know the rules, they aren't going to allow them. If you make the DM learn something new and complicated to allow psionics, you've reduced the tables that will use your psionics to the ones with a) players interested in learning and using the new system, and b) DMs willing to invest in learning the system rather than just saying "no psionics". If you were <em>just</em> selling a psionics book, that'd be fine, since your intended market is "fans of a psionics system". If you're going to use psionics as an integral part of your sci-fi D&D, you've radically reduced the appeal of your sci-fi D&D.</p><p></p><p>3) Make a totally new system, but make it so limited (thus avoiding learning load and breakage points) that it isn't competitive with magic, and accordingly unpopular with all the people who are voting for a totally new system. See <em>Tasha's Cauldron of Everything</em> psionics for an example.</p></blockquote><p></p>
[QUOTE="see, post: 8515837, member: 10531"] Here are the options as I see them: 1) Reskin magic. For example, take the sorcerer chassis, refluff, make thematic subclasses, customize the spell list, and use something like the DMG spell point rules. For another example, take the 3.5 SRD psionics and adapt to 5th edition (which means, not particularly different from the first example). 2) Create a totally new system competitive with magic. Discover it is a hugely broken mess people* don't want to learn. Revise it to be less broken and easier to learn. Discover it's a largely broken mess people still don't want to learn. Revise it to be less broken and easier to learn. Discover it's a moderately broken mess people still don't want to learn. Revise it to be less broken and easier to learn. Discover it's a mildly broken mess. Revise it to be less broken and easier to learn. In the end, see that because "less broken" consistently moves your design toward emulating the existing magic system (since existing systems are already tested and are the baseline for "broken"), and because "easier to learn" consistently moves your design toward the existing magic system (since people have already learned it), that you have reduplicated the process by which TSR/WotC went from the 2e [I]Complete Psionics Handbook[/I] to the 3.5 [I]Expanded Psionics Handbook[/I], and you could have saved a [I]lot[/I] of time by just taking option #1 to start with. *Here read "most DMs". A complicated system that [I]only[/I] players of psionicists had to learn would be fine, but if the DM doesn't know the rules, they aren't going to allow them. If you make the DM learn something new and complicated to allow psionics, you've reduced the tables that will use your psionics to the ones with a) players interested in learning and using the new system, and b) DMs willing to invest in learning the system rather than just saying "no psionics". If you were [I]just[/I] selling a psionics book, that'd be fine, since your intended market is "fans of a psionics system". If you're going to use psionics as an integral part of your sci-fi D&D, you've radically reduced the appeal of your sci-fi D&D. 3) Make a totally new system, but make it so limited (thus avoiding learning load and breakage points) that it isn't competitive with magic, and accordingly unpopular with all the people who are voting for a totally new system. See [I]Tasha's Cauldron of Everything[/I] psionics for an example. [/QUOTE]
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