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Psionics in Tasha
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<blockquote data-quote="JiffyPopTart" data-source="post: 8098516" data-attributes="member: 4881"><p>Ill restate my stab at it.</p><p></p><p>You create a susbsysyem called POWERS, and using existing spells and abilities already designed for the game you create new and interesting uses that are accessed by "psionics". This echos the power lists that monks and warlocks choose from that is native to their particular base class.</p><p></p><p>I will take Telekinesis as an example and use Control Water as a template for how it could be changed up. Telekinesis (the spell) already has a couple different uses listed in the text. You could separate those different use cases into different "power point" cost sub abilities or roll in different use cases to flesh out the power until one power choice provides a menu of different options at your disposal depending on how many points you want to spend on the use. This is exactly like the menu of choices Control Water offers, only instead of each choice being the same level of spell power in magnitude,the Power system allows one heading to have low to high powered options it allows.</p><p></p><p>Telekinesis</p><p>1pp: Slightly stronger mage armor effect but with concentration.</p><p>1pp: gain fly speed for 1 round (bonus action)</p><p>3pp: force choke power</p><p>5pp: move people around like the spell</p><p>Etc....</p><p></p><p>You make a set of these powers (12 or so) to represent the different common themes of psionics like telepathy, mind control, jedi powers, etc....</p><p></p><p>Now you have easily accomplished several things.</p><p>1. You have given a new base class a set of unique powers to play with that in combination allow different feels of psion.</p><p>2. You have connected the spell and the power TK in some way to each other to help build the fiction that while both are magic effects, they are distinct from each other.</p><p>3. You now have design space to build a base class psion detached from the baggage of the arcane casting sorcerer.</p><p>4. You didnt have to playtest 100 new things since you aren't reinventing the wheel, just mixing and matching themed abilities from various sources that already exist.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 8098516, member: 4881"] Ill restate my stab at it. You create a susbsysyem called POWERS, and using existing spells and abilities already designed for the game you create new and interesting uses that are accessed by "psionics". This echos the power lists that monks and warlocks choose from that is native to their particular base class. I will take Telekinesis as an example and use Control Water as a template for how it could be changed up. Telekinesis (the spell) already has a couple different uses listed in the text. You could separate those different use cases into different "power point" cost sub abilities or roll in different use cases to flesh out the power until one power choice provides a menu of different options at your disposal depending on how many points you want to spend on the use. This is exactly like the menu of choices Control Water offers, only instead of each choice being the same level of spell power in magnitude,the Power system allows one heading to have low to high powered options it allows. Telekinesis 1pp: Slightly stronger mage armor effect but with concentration. 1pp: gain fly speed for 1 round (bonus action) 3pp: force choke power 5pp: move people around like the spell Etc.... You make a set of these powers (12 or so) to represent the different common themes of psionics like telepathy, mind control, jedi powers, etc.... Now you have easily accomplished several things. 1. You have given a new base class a set of unique powers to play with that in combination allow different feels of psion. 2. You have connected the spell and the power TK in some way to each other to help build the fiction that while both are magic effects, they are distinct from each other. 3. You now have design space to build a base class psion detached from the baggage of the arcane casting sorcerer. 4. You didnt have to playtest 100 new things since you aren't reinventing the wheel, just mixing and matching themed abilities from various sources that already exist. [/QUOTE]
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