Seule said:I like the new Psionics, it's the first such system for D&D that has even tried for game balance. I'm just starting a Freeport game where psionics replaces Arcane magic, and I'll be using Snake-men sorcerers as a creepy villain with powers nobody will understand.
J Lloyd said:
* Hardly any game flavor. I feel it's a spell point magic system. I've used the SRD info on psions and allowed arcane spellcasters to use spells from the Sorcerer/Wizard list. 0 level spells cost 1, 1st-level spells cost 1, 2nd-level spells cost 3, etc. Interesting little varient.
From that perspective, that makes them just about as "out of place" in swords & sorcery fantasy as D&D's martial artist monks are. Oriental monks don't belong by default in swords & sorcery fantasy, and carry some flavour baggage from their true origins...but it's easy enough to handwave away, partially because people think martial arts are cool enough to want them in our game. For me, psionics out of the hands of mind flayers and the like (which are supposed to be alien) has flavour implications which outweigh the gains in "cool factor". This is not the case for many other folks.I don´t agree with the (almost) general view of psionics as sci-fi. Many middle east and oriental tales portray men performing extraordinary things that fall comfortably within "psionics" category and feel. It´s not all medieval Europe.
rounser said:
In your above examples, I would attribute abilities derived from spiritual transcendence or personal enlightenment to ideas such as 'chi' or divine powers of the spirit rather than parapsychological powers of the mind. It may seem to be splitting hairs, but I think that pseudo-science and mysticism are almost directly at odds. From what I gather, the implications of the term psionics are that they are powers which can be justified by pseudo-scientific reasoning...and enlightenment or transcendence are not so easily deconstructed or analysed.