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General Tabletop Discussion
*Dungeons & Dragons
Psionics - What do you want?
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<blockquote data-quote="Evilhalfling" data-source="post: 6371847" data-attributes="member: 16991"><p>3.5 was the only edition where playing a psion was fun and balanced. </p><p></p><p></p><p>Psions had specialties - but there were enough general powers that a telepath would not be useless in a tomb.</p><p>The blasting powers came with different different conditions than arcane spells. Energy push, ray and stun - and they all scaled. They also had inventive ways of making attack powers out of non-attack disciplines Recall agony, offensive teleportation - and materializing crystal shards. There ability to heal also sets them apart from arcane casters, (other than bard) They should be possible to play as secondary healers. </p><p></p><p>The ability to pick and energy type, and each type providing a minor change in effect was a nice gimmick but probably unnecessary. </p><p></p><p>Psion warriors had a fun new mechanic and were great as a melee fighter with spike and nova powers. This design space is still open. </p><p></p><p>Soul Knives are the third leg of the tripod. they are so visually interesting that they have a space apart from all the other variations - still how do you balance innate weapons with found magic weapons? and what powers do you add on top? I'm not sure the balance has ever been done well. </p><p></p><p>Darksun was where psionics was best integrated into the setting. It really carved out a great niche for them, and provided enough seperation from arcane magic, that they were completely distict, and would have been even if they had used the exact same rules. Arcanists were either good or evil, and both were under heavy pressure to keep their identities and powers secret from the other side. While everyone had psionics, from lowly slaves to mind academy trained nobles. Later games have tried to reverse these positions. Since then warlocks have taken some of the socially forbidden magic role.</p></blockquote><p></p>
[QUOTE="Evilhalfling, post: 6371847, member: 16991"] 3.5 was the only edition where playing a psion was fun and balanced. Psions had specialties - but there were enough general powers that a telepath would not be useless in a tomb. The blasting powers came with different different conditions than arcane spells. Energy push, ray and stun - and they all scaled. They also had inventive ways of making attack powers out of non-attack disciplines Recall agony, offensive teleportation - and materializing crystal shards. There ability to heal also sets them apart from arcane casters, (other than bard) They should be possible to play as secondary healers. The ability to pick and energy type, and each type providing a minor change in effect was a nice gimmick but probably unnecessary. Psion warriors had a fun new mechanic and were great as a melee fighter with spike and nova powers. This design space is still open. Soul Knives are the third leg of the tripod. they are so visually interesting that they have a space apart from all the other variations - still how do you balance innate weapons with found magic weapons? and what powers do you add on top? I'm not sure the balance has ever been done well. Darksun was where psionics was best integrated into the setting. It really carved out a great niche for them, and provided enough seperation from arcane magic, that they were completely distict, and would have been even if they had used the exact same rules. Arcanists were either good or evil, and both were under heavy pressure to keep their identities and powers secret from the other side. While everyone had psionics, from lowly slaves to mind academy trained nobles. Later games have tried to reverse these positions. Since then warlocks have taken some of the socially forbidden magic role. [/QUOTE]
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