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Scaling the Complete Psychic's Handbook...
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<blockquote data-quote="Raduin711" data-source="post: 4693798" data-attributes="member: 15303"><p>Thanks for the reply.</p><p></p><p>The Sorcerer solution is certainly balanced. However I am running Dark Sun, which means that most everybody is going to have limited psychic power, and I would rather not nitpick spell choices for not being "psionic" enough. Psionicists would boil down to a Sorcerer with fewer choices... while the end result would be balanced... seems messy.</p><p></p><p>I was rather surprised to learn that pyrokinesis was a complete invention of Stephen King's. Go him.</p><p></p><p>Anyway, thanks for pointing me to the 1st edition heads up. Could you clarify what the PH is? Psionics Handbook or Player's Handbook? That was a bit before my time. I had the 2nd edition Complete Psionicist's Handbook, which was very cool but very strange. I think it was that strangeness that helped make it feel different from magic.</p><p></p><p>Maybe this will help define a little bit what I want...</p><p></p><p>I wrote a sci-fi story where I divided psychics into the following types:</p><p></p><p><strong>Pyrokinetics:</strong> The most destructive psychics, but probably the least versatile. Not good for much other than burning things.</p><p></p><p><strong>Biokinetics:</strong> Seems a tad out of place, but this would cover applications of mind over body, that is, accomplishing amazing bodily feats thanks to intense concentration. Their control of other people's biology is limited, and even then requires touch.</p><p></p><p><strong>Telekinetics:</strong> Nearly as destructive as Pyrokinetics, but also quite versatile. Shields, throwing things, lifting heavy objects, and levitation.</p><p></p><p><strong>Telepaths:</strong> Use the mind to connect and control the mind. In Dark Sun, every psionicist should have enough grasp of telepathy to defend themselves in psychic combat, but Telepaths would excel at it. Also for communication and mind reading.</p><p></p><p><strong>ESPers:</strong> Having perceptions beyond normal ability. Being able to see far away places and sense things that others can't. Abilities of precognition and postcognition would fit into this category as well. I could see talented espers going so far as having psychoportation applications as well.</p><p></p><p>I also had Electrokinetics, which don't quite fit into dark sun, and Mediums, which shared some powers with Espers, where Mediums took the spiritual side (it was questionable whether they could do anything at all, until you saw for yourself) while Espers were more rooted in real phenomenon, and the distinction is somewhat blurrier in a game like D&D.</p><p></p><p>Anyway, my ideal system would involve these types, but beggars can't be choosers.</p></blockquote><p></p>
[QUOTE="Raduin711, post: 4693798, member: 15303"] Thanks for the reply. The Sorcerer solution is certainly balanced. However I am running Dark Sun, which means that most everybody is going to have limited psychic power, and I would rather not nitpick spell choices for not being "psionic" enough. Psionicists would boil down to a Sorcerer with fewer choices... while the end result would be balanced... seems messy. I was rather surprised to learn that pyrokinesis was a complete invention of Stephen King's. Go him. Anyway, thanks for pointing me to the 1st edition heads up. Could you clarify what the PH is? Psionics Handbook or Player's Handbook? That was a bit before my time. I had the 2nd edition Complete Psionicist's Handbook, which was very cool but very strange. I think it was that strangeness that helped make it feel different from magic. Maybe this will help define a little bit what I want... I wrote a sci-fi story where I divided psychics into the following types: [B]Pyrokinetics:[/B] The most destructive psychics, but probably the least versatile. Not good for much other than burning things. [B]Biokinetics:[/B] Seems a tad out of place, but this would cover applications of mind over body, that is, accomplishing amazing bodily feats thanks to intense concentration. Their control of other people's biology is limited, and even then requires touch. [B]Telekinetics:[/B] Nearly as destructive as Pyrokinetics, but also quite versatile. Shields, throwing things, lifting heavy objects, and levitation. [B]Telepaths:[/B] Use the mind to connect and control the mind. In Dark Sun, every psionicist should have enough grasp of telepathy to defend themselves in psychic combat, but Telepaths would excel at it. Also for communication and mind reading. [B]ESPers:[/B] Having perceptions beyond normal ability. Being able to see far away places and sense things that others can't. Abilities of precognition and postcognition would fit into this category as well. I could see talented espers going so far as having psychoportation applications as well. I also had Electrokinetics, which don't quite fit into dark sun, and Mediums, which shared some powers with Espers, where Mediums took the spiritual side (it was questionable whether they could do anything at all, until you saw for yourself) while Espers were more rooted in real phenomenon, and the distinction is somewhat blurrier in a game like D&D. Anyway, my ideal system would involve these types, but beggars can't be choosers. [/QUOTE]
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