Graf
Explorer
The new Expanded Psionics Handbook has brought psonics, and psionic-users (psions, wilders) as a group up to the rough power level of magic-users (wizards and sorcerers). While the discussions about which is more powerful, why, which has more potential for breakage and so on will continue indefinitely I'm more curious about the impact of this power change on the role that psionics plays in campaigns.
In 3.0 a psion really wasn't going to be doing a lot of blaster type damage. No psionic powers could really deal out damage at the same rate as standbys like Magic Missile or Fireball (at least in the core material, I can't speak for everything on the web sites or the WotC Minds Eye column). Given their restrictions it was difficult to imagine Psionics displacing arcane magic as the "reality altering method of choice". [Divine magic, requiring the support of gods fills a different category in my mind]
The different manifesting stats meant that there was no standard psionic type, psions were as likely to be smart as dumb, wise as quick and so forth, so the role of the arcanists as the "guys who live in big towers with major power and advise rulers throughout the land" was also pretty safe.
With the new rule set it seems like a straight blasting psion seems to be a very real possibility and a rough check on a low-level Wilder suggests that their damage output is certainly in the same ball park as a sorcerers (I've only looked at lower levels).
Likewise psions are now all intelligence based (I wonder why not wisdom but that's probably just me) and have access to all knowledges as class skills.
While psionics is presented as an alien or marginal power in most game worlds that include it at all (GH, FR, SL, **, etc) the increased powerlevel, and access to abilities that were primarily the balliwick of wizards seems likely to change this. Unlike wizardry, which tends to involve lots of research in libraries and has an image of jealously guarded secrets psionics is basically a case of motivation. If a psion wants to learn a power they just do.
Especially campaigns where psionics is relatively common and psionics use is not significantly more stigmatized than magic I could see myself struggling to explain why psionics wasn't more prevalent. Why academies of psions don't sit next to wizardly academies... why rulers aren't advised as psions... why squads of psionic blasters don't ride alongside the cavalry during major engagements.... and so on.
**The world of Darksun is actually what got me thinking about this whole thread. Magic is the big-bad of the setting. Its responsible for completely destroying the environment, the secrets are hidden and controlled by the dragon kings, wizards with all their books, spell components and paraphernalia are (not irrationally) persecuted. Psionics is common, but in Advanced 2nd edition and 3.0, lacked significant power in certain respects. A character with a high intelligence looking to maximize their personal power was definitely tempted to follow the path of the wizard.
Now that a psion has all the destructive power of a wizard, can summon constructs of comparable power to monster summoning spells and so forth I wonder if the setting is still internally consistent.
In 3.0 a psion really wasn't going to be doing a lot of blaster type damage. No psionic powers could really deal out damage at the same rate as standbys like Magic Missile or Fireball (at least in the core material, I can't speak for everything on the web sites or the WotC Minds Eye column). Given their restrictions it was difficult to imagine Psionics displacing arcane magic as the "reality altering method of choice". [Divine magic, requiring the support of gods fills a different category in my mind]
The different manifesting stats meant that there was no standard psionic type, psions were as likely to be smart as dumb, wise as quick and so forth, so the role of the arcanists as the "guys who live in big towers with major power and advise rulers throughout the land" was also pretty safe.
With the new rule set it seems like a straight blasting psion seems to be a very real possibility and a rough check on a low-level Wilder suggests that their damage output is certainly in the same ball park as a sorcerers (I've only looked at lower levels).
Likewise psions are now all intelligence based (I wonder why not wisdom but that's probably just me) and have access to all knowledges as class skills.
While psionics is presented as an alien or marginal power in most game worlds that include it at all (GH, FR, SL, **, etc) the increased powerlevel, and access to abilities that were primarily the balliwick of wizards seems likely to change this. Unlike wizardry, which tends to involve lots of research in libraries and has an image of jealously guarded secrets psionics is basically a case of motivation. If a psion wants to learn a power they just do.
Especially campaigns where psionics is relatively common and psionics use is not significantly more stigmatized than magic I could see myself struggling to explain why psionics wasn't more prevalent. Why academies of psions don't sit next to wizardly academies... why rulers aren't advised as psions... why squads of psionic blasters don't ride alongside the cavalry during major engagements.... and so on.
**The world of Darksun is actually what got me thinking about this whole thread. Magic is the big-bad of the setting. Its responsible for completely destroying the environment, the secrets are hidden and controlled by the dragon kings, wizards with all their books, spell components and paraphernalia are (not irrationally) persecuted. Psionics is common, but in Advanced 2nd edition and 3.0, lacked significant power in certain respects. A character with a high intelligence looking to maximize their personal power was definitely tempted to follow the path of the wizard.
Now that a psion has all the destructive power of a wizard, can summon constructs of comparable power to monster summoning spells and so forth I wonder if the setting is still internally consistent.