True Sorcery and Green Ronin's skills-n-feats psionic rules

AdmundfortGeographer

Getting lost in fantasy maps
Has anyone had success blending Green Ronin's True Sorcery and Green Ronin's skill-n-feats Psychic's Handbook (or the psychic class rules that appeared in Green Ronin's Advanced Player's Handbook)? Do these two work together well? Are there any problems worth noting?
 

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Eric Anondson said:
Has anyone had success blending Green Ronin's True Sorcery and Green Ronin's skill-n-feats Psychic's Handbook (or the psychic class rules that appeared in Green Ronin's Advanced Player's Handbook)? Do these two work together well? Are there any problems worth noting?


My semi-regular group has done this for a while now. If you like the idea of 'psionics' but dislike the idea of 'just another magic' tack-on...the psychic handbook/Advanced Players guide rules create different, but not over-the-top feel.

Some ideas to consider, however.

1) Psychic rules don't blend quite as well into standard d20 mechanics as psionics. This may not be a big deal depending on how magic heavy a setting you are using. Blancing things like Spell resistence and 'protection' spells requires a little more alertness from the DM.

2) As a corallory to the above...how you blend the system in with monsters with 'psionics' listed is a bit of issue of mine. I houseruled that any creature with natural psioncs could take psionic feats and skills regularly.

3) There is more math and die rolling in the psychic system. This may be good or bad, depending to taste. There is also more variation, and bad rolls quickly catch up with the psychic chracter.

4) Having combat-utility powers accessible through the skill system, really drains skill points from their conventional use...(again not necessarily a problem)

5) Straight up, in my experience, a psychic would get slapped around by a wizard or sorcerer of equal level. So while balance might be an issue for your psychic player, it won't unbalance the game.

Overall, I find the mechanic fun...it leaves lots of room to play around and opens up a lot of character concepts that fit 'traditional' psionics far more than the very 'magicy' over-the-top psionics of the 3.5 standard rules.
 

nothing to see here said:
My semi-regular group has done this for a while now.
You've been using True Sorcery and GR's psychic rules together?

nothing to see here said:
1) Psychic rules don't blend quite as well into standard d20 mechanics as psionics. This may not be a big deal depending on how magic heavy a setting you are using.
I have owned GR's psychic rules since they were released, but I'm interested in people's experience blending them with GR's True Sorcery rules that just came out a couple weeks ago, not the core magic in the SRD.
 

While I have not yet actually blended the two in play, I plan on using both in my heavily modified d20 Homebrew. Both are subtler systems than their core counterparts, and as I've cobbled on the rules, muled, written things out, and talked with my future players and buddies I've come to the conclusion that the two systems will work well with one another. I've had some experience playing the system's separately (more the magic than the psychic system, but I've done a bit of both).

Right out of the box I think there will be some rough spots but not many. The great thing about them is they are extremely modular so things can be added or changed relatively easily to your taste and the flavor of your game. If you're not afraid of rolling up your sleeves and digging in, which I love to do, my gut feeling so far is that they'll end up working out as well in play as they have on paper.
 

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