Psionics-only?

I know the homebrew I'm working on has no arcane magic, mostly because it's 51st century scifi. But the psionics rules don't fit my image of psi powers, so I'm making my own power system. However, players can still use arcane spells as technomages who create the effects through research and high technology, or as hackers using special computer programs in cyberspace. And there's plenty of divine magic around, although it's mostly used by evil aliens.

It's all based on a universe I created before I started playing D&D, and people seem to like it, so I guess anything can go so long as it's done well. So I say go to it. (I also like the 'up the walls' feat for some reason; that's just the kind of cool thing I approve of.)
 

log in or register to remove this ad

Personally, I don't see d20 psionics being really any different than d20 arcane magic.

One uses a spell-slot mechanism, the other a power-point mechanism.

You may choose to define the source differently. But, the effects differ only on a very minor level. After all, a vast array of psionic feats/powers are just spells by a different (or, in many cases, the same) name.

IOW, you could removed the arcane classes as a whole from the game, and replaced them with psions and psychic warriors, without changing the nature of FR (for example) in any real way.

OTOH, you could give a sci-fi/psionics style explanation of arcane magic, and completely alter the nature of "magic" in the Forgotten Realms, without including psionic classes or altering the mechanics.
 
Last edited:

^mostly there wouldn't be much of a change to the game mechanics-wise but it could still produce a very different feel if it were handled correctly.
 

Remove ads

Top