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Sell me on Psionics
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<blockquote data-quote="kaomera" data-source="post: 3251437" data-attributes="member: 38357"><p>I'll admit that one of the ways I've thought of possibly using Psionics would be an all-psi campaign.</p><p></p><p>One thing, which is probably (or at least almost) a different topic: My concerns with Psionics (or Incarnum, or most of the stuff from ToM*) is not the rules, balance issues, etc. It's flavor. If I ask "Why not just use (arcane or divine) magic?", I'd prefer there to be a reason other than mechanics. I understand that there are things that one system or the other simply won't do, or will do much better than the other, and that's got to be a consideration. I don't want players to totally throw making an effective character out the window, that just isn't any fun. But I want there to be some consideration of making the character actually "fun" and "cool" and not just powerful, it can come before or after mechanical considerations, whatever.</p><p></p><p>I kind of dig Dromites, although I'd prefer a LA +0 variant. The Psionic Aboleth and Illithid are much more in tune with the original concepts of these monsters. Given the nature of D&D Psionics, I think I'd expect some source for Psionic power; kigmatzomat's suggestions that they be the only really self-contained magic run pretty much opposite to my own views. A lot of the powers listed don't seem (to me) to be the sort of thing that I would expect to be purely Psionic... Maybe I'm over-thinking this, but without some "why" in game-world terms I think that it would end up being distracting to me.</p><p></p><p>I guess part of the reason I've posted this is a frustration at the fact that there are a number of players who I think could do really cool things with a Psionic character, but they pretty much don't want to bother with stuff I'm not especially excited by. And there's a lot of stuff that I'm not normally that excited by only because there are other players who will grab for stuff that they think "looks cool", often without fully grasping the rules behind it (generally failing to make a particularly effective character). These are the first people I would expect to jump at Psionics if I open it up, and I'm not excited by the prospect of having to tell someone that he can't use the same options as the other characters because I don't feel that he can handle it (Maybe it wouldn't be as much of a problem, since Psionics isn't super-new and shiny anymore...). Of course I could just let them try and fail, but that isn't all that much fun for me or them. (There are also a couple of players in particular that I am coming to the reluctant conclusion that I shouldn't have in my games in any case, and I'm probably brooding on my games a bit more than I should during the holiday downtime... Just to let you know where my head's at, at the moment.)</p><p></p><p>Actually, the idea of some kind of external power-source for Psionics could be what I need to make it "click" for me. Depending on what that source was and it's (or those who control it) agendas and motivations where, I can see some cool possibilities... Far Realms or Shadow -type stuff, or even something (dead god, perhaps?) lurking in the deep, deep Underdark...</p><p></p><p>A question: Does the XPH completely supersede the Psionics Handbook, or would I need (/want) to pick that up as well?</p><p></p><p>*Ironically, the one thing I really dug from ToM was the Shadocaster, which I have mostly avoided because it simply seems too limited as written...)</p><p></p><p>PS: To those discussing who's math is more awesomer than who's, I know this isn't <em>my</em> thread and I can't tell you what to post and what not to, but at this point there's so much acrimony going around that I just don't care about your numbers, and if you keep going the way you are going I'm afraid the thread is going to end up closed. Again, I don't claim ownership of this thread, this is just my opinion; if you actually read all that, then I thank you for your time...</p></blockquote><p></p>
[QUOTE="kaomera, post: 3251437, member: 38357"] I'll admit that one of the ways I've thought of possibly using Psionics would be an all-psi campaign. One thing, which is probably (or at least almost) a different topic: My concerns with Psionics (or Incarnum, or most of the stuff from ToM*) is not the rules, balance issues, etc. It's flavor. If I ask "Why not just use (arcane or divine) magic?", I'd prefer there to be a reason other than mechanics. I understand that there are things that one system or the other simply won't do, or will do much better than the other, and that's got to be a consideration. I don't want players to totally throw making an effective character out the window, that just isn't any fun. But I want there to be some consideration of making the character actually "fun" and "cool" and not just powerful, it can come before or after mechanical considerations, whatever. I kind of dig Dromites, although I'd prefer a LA +0 variant. The Psionic Aboleth and Illithid are much more in tune with the original concepts of these monsters. Given the nature of D&D Psionics, I think I'd expect some source for Psionic power; kigmatzomat's suggestions that they be the only really self-contained magic run pretty much opposite to my own views. A lot of the powers listed don't seem (to me) to be the sort of thing that I would expect to be purely Psionic... Maybe I'm over-thinking this, but without some "why" in game-world terms I think that it would end up being distracting to me. I guess part of the reason I've posted this is a frustration at the fact that there are a number of players who I think could do really cool things with a Psionic character, but they pretty much don't want to bother with stuff I'm not especially excited by. And there's a lot of stuff that I'm not normally that excited by only because there are other players who will grab for stuff that they think "looks cool", often without fully grasping the rules behind it (generally failing to make a particularly effective character). These are the first people I would expect to jump at Psionics if I open it up, and I'm not excited by the prospect of having to tell someone that he can't use the same options as the other characters because I don't feel that he can handle it (Maybe it wouldn't be as much of a problem, since Psionics isn't super-new and shiny anymore...). Of course I could just let them try and fail, but that isn't all that much fun for me or them. (There are also a couple of players in particular that I am coming to the reluctant conclusion that I shouldn't have in my games in any case, and I'm probably brooding on my games a bit more than I should during the holiday downtime... Just to let you know where my head's at, at the moment.) Actually, the idea of some kind of external power-source for Psionics could be what I need to make it "click" for me. Depending on what that source was and it's (or those who control it) agendas and motivations where, I can see some cool possibilities... Far Realms or Shadow -type stuff, or even something (dead god, perhaps?) lurking in the deep, deep Underdark... A question: Does the XPH completely supersede the Psionics Handbook, or would I need (/want) to pick that up as well? *Ironically, the one thing I really dug from ToM was the Shadocaster, which I have mostly avoided because it simply seems too limited as written...) PS: To those discussing who's math is more awesomer than who's, I know this isn't [i]my[/i] thread and I can't tell you what to post and what not to, but at this point there's so much acrimony going around that I just don't care about your numbers, and if you keep going the way you are going I'm afraid the thread is going to end up closed. Again, I don't claim ownership of this thread, this is just my opinion; if you actually read all that, then I thank you for your time... [/QUOTE]
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