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Sell me on Psionics
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<blockquote data-quote="Dannyalcatraz" data-source="post: 3249654" data-attributes="member: 19675"><p>To address the OP:</p><p></p><p>I love psionics- even the earlier editions. That said, unless you have a pressing need or desire to include Psionics, don't. If you're predisposed to dislike a system (for whatever reason), you won't run it well.</p><p></p><p>Its just like any other alt-magic system (like Incarnum, for example), either it fits your game or it doesn't.</p><p></p><p>However, D&D's default system only simulates a narrow range of all the world's hypothesized magic types/styles. You may find that using it or other kinds or magic systems may be better for simulating different kinds of magic.</p><p></p><p>For example, you could use it to simulate <strong>Tattoo Magic</strong>, with every psionic power represented by a physical tattoo on the body of the PC. The game mechanics of psionics (like no ASF) fits the themes and tropes of tattoo magic<em> much better</em> than the default magic system. If there is a power you think doesn't fit the archetypes of Tattoo Magic- say, the Energy Missile described in this thread- omit it. You may also find that certain classes fit the archetypes better as well- the PsyWar, Soulknife, and the guys from CompPsi are closer to the archetypes than the blaster classes (Wilder and Psion).</p><p></p><p>Also, psionics models certain archetypes better than the core arcane casters. Occultists like "psychics" who remote view or "read" items, spirit-channellers or even pure fireslinging are big in psionic-focused fiction. Johnny from "Dead Zone" is a modern fantasy character, equally so the pyrokinetic Charlie from "Firestarter"- no "scientific" explanation for their abilities is ever given (attempted, but not proven).</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 3249654, member: 19675"] To address the OP: I love psionics- even the earlier editions. That said, unless you have a pressing need or desire to include Psionics, don't. If you're predisposed to dislike a system (for whatever reason), you won't run it well. Its just like any other alt-magic system (like Incarnum, for example), either it fits your game or it doesn't. However, D&D's default system only simulates a narrow range of all the world's hypothesized magic types/styles. You may find that using it or other kinds or magic systems may be better for simulating different kinds of magic. For example, you could use it to simulate [B]Tattoo Magic[/B], with every psionic power represented by a physical tattoo on the body of the PC. The game mechanics of psionics (like no ASF) fits the themes and tropes of tattoo magic[I] much better[/I] than the default magic system. If there is a power you think doesn't fit the archetypes of Tattoo Magic- say, the Energy Missile described in this thread- omit it. You may also find that certain classes fit the archetypes better as well- the PsyWar, Soulknife, and the guys from CompPsi are closer to the archetypes than the blaster classes (Wilder and Psion). Also, psionics models certain archetypes better than the core arcane casters. Occultists like "psychics" who remote view or "read" items, spirit-channellers or even pure fireslinging are big in psionic-focused fiction. Johnny from "Dead Zone" is a modern fantasy character, equally so the pyrokinetic Charlie from "Firestarter"- no "scientific" explanation for their abilities is ever given (attempted, but not proven). [/QUOTE]
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