GeorgeFields
Explorer
Umbran said:Psionics ought to be in their own book simply because it takes far too much room to do the whole thing justice.
Agreed 100%
Umbran said:Psionics ought to be in their own book simply because it takes far too much room to do the whole thing justice.
I am talking about the fictional sourse Psi powers hail from. Of course they can be balanced to work better in heroic fantasy game as opposed to sci fi fiction, but doing so does dillute it. It is like taking sci fi rifles that can blast holes through a spaceship's hull, if you balance them down to a 1d8 damage die, balance is acheived, but at the cost of theme.Drowbane said:Sure, that is one way to spin it.
In most campaigns I've seen that allow both, magic is Magic... and psionics is too.
Aeric said:Psionics have a different flavor than magic. If you change the flavor, it's no longer psionics, it's mind magic or mentalism. If that's the case, it should follow the same rules as magic--spell slots, schools, counterspelling, etc.
Aeric said:I noted no. Psionics have a different flavor than magic. If you change the flavor, it's no longer psionics, it's mind magic or mentalism.
Y'know, I tend to agree with you NLF. I mean, sure this doubles what players have to buy initially, but heck, it sure would be useful.Nonlethal Force said:CORE:
Player's Handbook: Classes/skills/feats/equipment
Dungeon Master's Guide: No need to change the outline of the current DMG, just update it to a new edition
Book of Magic: Include sections on arcane/divine/invocations/psionics. Each section is optional and the game can function without it (although creating magic items w/o arcane or divine magic might be tough....)
I don't really see any need to consider the monster books core. To me CORE should be the rules of the game and the character generation stuff. Let the monster books (cause we all know there'll be more than one) just be monster books.