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*Dungeons & Dragons
Psionics - What do you want?
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<blockquote data-quote="steeldragons" data-source="post: 6371341" data-attributes="member: 92511"><p>I have no doubt that a Psionics manual will have heavy reference to Dark Sun. Their trend in multi-media co-/inter-dependence branding makes that a given, in my mind. I am just hoping that the Psionics rules and classes are not written <em>to</em> Dark Sun, if that makes sense. Variants and specifics of the setting can be handled in the Dark Sun setting material...of which I also have little doubt there will be.</p><p></p><p>Psychic powers for the general/typical/non-DS game, I very much hope, are their own thing.</p><p></p><p>For my own game system (in the throes of being rewritten) the "Psychic" is wrapped within the Wizards group of classes. Those classes with unknown/unexplainable/strange abilities, which most often includes Arcane magic - but doesn't in this case- who one could see in action and say "They're a wizard/sorcerer/witch!" and possibly suffer consequences (good or ill) for being labelled as such. </p><p></p><p>The base class: Psychic is dependent on all three mental ability attributes. </p><p> They use "Wizard class group" HD, limited weapons (though more than just dagger and staff), and access to Light armor (no shields though).</p><p> Level + mental ability modifiers = Power (or Psy-, if one prefers) Points [PP].</p><p> Power Points are used at will, as needed, per day. These regenerate at a given speed and renew completely after [to use the current 5e parlance] a "long rest." A minimum of 1 hour meditation/centering process is required at the beginning of the day to maintain/balance with the fluff of clerics/druids prayers/meditation and the mages' book study period...marshaling their internal resources for the coming day. This can, obviously be easily removed/houseruled to suit a given table if, say, you don't play with that "preparing at the beginning of the day" thing.</p><p></p><p>They are all awarded a small suite of generic [for lack of a better term] or low level-type (and low PP cost) psychic powers. This has the benefit of giving a ready-made list of expected powers to psychically aware/capable monsters as well without having to "build" a whole psychic-class abilities of the creature.</p><p></p><p>ALSO, it would be incredibly easy for a table that wants to use old style "random chance of being psionic" to allow non-psychic characters to simply add up their Int, Wis and Cha modifers and gain access to one, some, or even all of these "basic/low level psychic ability or awareness", to add a dimension to their PC or engage in (again,<em> basic)</em> "psychic combat." Your ranger who can empathize with animals, your Jedi-style psychic warrior with little telekinetic "bumps" to his jumping and throwing things, your mage with an inkling of prescience, your faye-bloodline vampire-loving who can read minds...but do nothing else to effect them, your cleric who seems perfectly ordinary until a demon tries to read their mind or possess them and finds their psyche unassailable (a clear gift of their deity as far as the cleric is concerned)...all of this would be possible without even having a Psychic class in your game. </p><p></p><p>But the Psychic's true abilities lie in their choice of Discipline.</p><p>Telepathy or Telekinetics, as the most widely useful, best known, the broadest possibilities of character types and conducive to an "adventurer" are the options to begin play. Further Disciplines will be introduced later in the game...and/or may be taken up as the Psychic gains levels. But it seemed to make sense that the Telepath and Teke should be the jump off point as pretty much all psychic powers ever used in literature, comics and/or games can boil down to one of those two things.</p><p></p><p>Each has their own suite of powers that range in the number of PP they require to use (generally speaking "per round per mind or object weight effected/moved" for the direct things like reading/attacking minds or throwing/levitating objects.). If a Psychic wants to nova-out all of the PP on a power that would be the equivalent of a 5th level spell or so, and they have the points, go for it! Now you just have no mental reserves left to do anything else until you rest.</p><p></p><p>The Seer and Elementalist (telekinetics specific to a particular element- including everyone's favorite angry teen/arsonist "pyrokinetics") would come in as Discipline options later. </p><p></p><p>There will also be an "Overextend" mechanic (that I won't detail here) to allow Psychics to push themselves beyond their normal limits...burning through damage to their physical being as a way to maintain powers or use bigger powers in only the most dire emergencies...since 1) these points will renew at a significantly slower pace than straight psy-points and 2) You could literally "burn out" your psychic powers entirely, if not kill yourself by pushing too far.</p><p></p><p>So that's what I'm hoping to see (and<em> not </em>hoping, as I would like to get it out first. hahaha).</p><p></p><p>But my biggest thing is that the Psychic's Handbook/Manual/Guide not just be "welcome to Dark Sun" book.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6371341, member: 92511"] I have no doubt that a Psionics manual will have heavy reference to Dark Sun. Their trend in multi-media co-/inter-dependence branding makes that a given, in my mind. I am just hoping that the Psionics rules and classes are not written [I]to[/I] Dark Sun, if that makes sense. Variants and specifics of the setting can be handled in the Dark Sun setting material...of which I also have little doubt there will be. Psychic powers for the general/typical/non-DS game, I very much hope, are their own thing. For my own game system (in the throes of being rewritten) the "Psychic" is wrapped within the Wizards group of classes. Those classes with unknown/unexplainable/strange abilities, which most often includes Arcane magic - but doesn't in this case- who one could see in action and say "They're a wizard/sorcerer/witch!" and possibly suffer consequences (good or ill) for being labelled as such. The base class: Psychic is dependent on all three mental ability attributes. They use "Wizard class group" HD, limited weapons (though more than just dagger and staff), and access to Light armor (no shields though). Level + mental ability modifiers = Power (or Psy-, if one prefers) Points [PP]. Power Points are used at will, as needed, per day. These regenerate at a given speed and renew completely after [to use the current 5e parlance] a "long rest." A minimum of 1 hour meditation/centering process is required at the beginning of the day to maintain/balance with the fluff of clerics/druids prayers/meditation and the mages' book study period...marshaling their internal resources for the coming day. This can, obviously be easily removed/houseruled to suit a given table if, say, you don't play with that "preparing at the beginning of the day" thing. They are all awarded a small suite of generic [for lack of a better term] or low level-type (and low PP cost) psychic powers. This has the benefit of giving a ready-made list of expected powers to psychically aware/capable monsters as well without having to "build" a whole psychic-class abilities of the creature. ALSO, it would be incredibly easy for a table that wants to use old style "random chance of being psionic" to allow non-psychic characters to simply add up their Int, Wis and Cha modifers and gain access to one, some, or even all of these "basic/low level psychic ability or awareness", to add a dimension to their PC or engage in (again,[I] basic)[/I] "psychic combat." Your ranger who can empathize with animals, your Jedi-style psychic warrior with little telekinetic "bumps" to his jumping and throwing things, your mage with an inkling of prescience, your faye-bloodline vampire-loving who can read minds...but do nothing else to effect them, your cleric who seems perfectly ordinary until a demon tries to read their mind or possess them and finds their psyche unassailable (a clear gift of their deity as far as the cleric is concerned)...all of this would be possible without even having a Psychic class in your game. But the Psychic's true abilities lie in their choice of Discipline. Telepathy or Telekinetics, as the most widely useful, best known, the broadest possibilities of character types and conducive to an "adventurer" are the options to begin play. Further Disciplines will be introduced later in the game...and/or may be taken up as the Psychic gains levels. But it seemed to make sense that the Telepath and Teke should be the jump off point as pretty much all psychic powers ever used in literature, comics and/or games can boil down to one of those two things. Each has their own suite of powers that range in the number of PP they require to use (generally speaking "per round per mind or object weight effected/moved" for the direct things like reading/attacking minds or throwing/levitating objects.). If a Psychic wants to nova-out all of the PP on a power that would be the equivalent of a 5th level spell or so, and they have the points, go for it! Now you just have no mental reserves left to do anything else until you rest. The Seer and Elementalist (telekinetics specific to a particular element- including everyone's favorite angry teen/arsonist "pyrokinetics") would come in as Discipline options later. There will also be an "Overextend" mechanic (that I won't detail here) to allow Psychics to push themselves beyond their normal limits...burning through damage to their physical being as a way to maintain powers or use bigger powers in only the most dire emergencies...since 1) these points will renew at a significantly slower pace than straight psy-points and 2) You could literally "burn out" your psychic powers entirely, if not kill yourself by pushing too far. So that's what I'm hoping to see (and[I] not [/I]hoping, as I would like to get it out first. hahaha). But my biggest thing is that the Psychic's Handbook/Manual/Guide not just be "welcome to Dark Sun" book. [/QUOTE]
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