I actually like the idea, as mentioned before, Counter Spell having Disadvantage against Psionics. So Magic Resistance, Dispel Magic, Counter Spell, and what not should have Disadvantage when rolling against Psionics.
In a lot of my campaigns, magic is more of the mysterious sympathetic magic, it works because of its association with things.The holes are filled by lore and text commonly shared by the community.
Deities grant cleric magic.
Wizards use complex rituals, gestures, and words to activate their magic.
Wizards don't need to speak the language of wizards they copy spells from so the language of wizards is universal.
Power Word Kill
@Minigiant the stuff you talk about is fluff and might very well massively vary from setting to setting and your interpretation seems to have a liberal dose of headcanon in it. Which is fine, but it is unreasonable to except WotC design their mechanics based on your headcanon. It is actually better if they leave some things open to interpenetration so that people can use their preferred fluff.
I really don't think it is any weirder than them being able to copy priestly prayers in their spellbook and have them work just fine. Which, I admit, is weird. I'd be perfectly ok if wizards could only copy scrolls made by other wizards. But it is understandable that the default rules don't have such a limitation as they don't want to have to specify the source of every scroll.
I would excempt the magic resistance to avoid any balance issues with existing monsters and future monsters, but could live with the diasadvantage of the explicit countering spells.I actually like the idea, as mentioned before, Counter Spell having Disadvantage against Psionics. So Magic Resistance, Dispel Magic, Counter Spell, and what not should have Disadvantage when rolling against Psionics.
My alt take on magic, and something I've been using since the 1980s: Magic spells come down to two elements: The formula and the power source. This idea has evolved and been revised through the editions, but the core idea has remained the same.
Psionic PCs (including monks) generate thir own power. It does not come from the arcane weave, from Deities/powers, or from the Lifeforce - they learn to create power within and use it to make magic happen. This self reliance makes their powers immune to dispel magic, anti-magic zones, dead magic zones or other magics/effects that cut off access to the weave. Each psonic being's magic takes the form they develop, sometimes mimicing the spellcasters that draw upon the weave, while at other times being very foreign. The Far Realms and abominations from it use this type of magic.
Haven't read the thread or followed Psionicsgate closely, but it really seems like there's no point in adding--and calling it--"psionics" if it is just more spells, albeit of a psychic nature. Why not just add psychic-flavored spells to wizards or, better yet, sorcerers?
On the other hand, a multi-faceted approached could be taken, each as rules options:
*A "mind mage" wizard and/or sorcerer sub-class (this is the easy but blandest route they seem to be taking with Tasha's).
*A "mystic" or psion new class, with an entirely different sub-system that makes psionics feel and play differently.
*A AD&D style sub-system in which PCs of any and all classes can have "psychic abilities."
So there you have it: mind mage, mystic/psion, and psychic abilities. Best of all worlds, and all optional.
I am honestly baffled why it has been so hard for WotC to figure this out. These folks do game design as a full-time vocation. I know you can't please everyone all of the time, but there does seem to be general consensus that psionics should look and feel differently than other forms of supernatural power. To quote the Great French One, "Make It So."
[QUOTE="PointOfIsnpiration, post: 8097223, member: 6807784] It boggles me that people are SO against a Psion class, and why WotC has only playtested 2 out of their 3 attempts, the 3rd one (Mike Mearls Happy Fun Hour) being the one with the most promise but that never saw the light of day.
At the risk of derailing this thread utterly, I sometimes wonder what psionics would have looked like if Mearls wasn't persona non grata and was allowed to still be a forefront designer.
So, gathering the good ideas from this thread so far:
Something I think is interesting too: what if, when a psi point-fueled spell is unleashed, it is ALWAYS concentration, even if the normal duration is Instantaneous? This is a mental, concentrating effect after all. This would give some more room in the power budget for psionic class features, because it means that casting any spell turns off your previously activated concentration spell.
- Psionics class focused on Attack/Defense modes as core feature.
- Cantrips that you put psi points into in order to increase their effects.
- Psi points that can be spent to cast normal spells (maybe replacing their components with Thought/Emotions?).
- Counterspell has disadvantage against spells cast with psi points.
Might just add a lot of bad bookkeeping though. Thoughts?
EDIT: If this creates a unified vision of psionics, I'd like the people who keep saying "there is never a unified vision" to at least say Enworld managed to do it for itself, lol