D&D General What’s The Big Deal About Psionics?

In my experience.

I learned D&D via 1e enthusiasts.

1e officially requires DMs and players to create new worlds, new settings, new cosmologies. We use core books only. No gods have ever happened.

The Cleric class has minimal suggestions for flavor and can be anything that anyone wants. LOL, the Cleric illustration has a medieval Christian bishop on it, holding up a cross. All flavors are explicitly optional suggestions. Our settings keep religion cultural, and let each player do religion whatever way they want for their own character. Whatever they find interesting, are personally comfortable with, and makes sense to them.

I play a Druid who is animistic. At first he was a typical "nature hippy" sotospeak. But after campaigning in the underdark, he developed into a full-on earth elementalist with spell-research spells.

We killed Lolth. She was an ancient drow who became a demon and started a personality cult to worship her. A demon with useful idiots.

In 4e, the astral sea has no Wheel. There can be any kinds of domains there, whatever seems useful for a campaign. The Cleric class flavor actually is a problem, but 4e designs its mechanics to officially reflavor easily, and gods have never happened to our 4e divine characters.

In 3e, I play a philosophical Cleric, whose bow shoots arrows of light and serves as his religious symbol (and 3e quasi-4e cantrip).

Now, 5e emphasizes narrative, and bakes it into the mechanics. The polytheism is a nuisance. But with Xanathars, I have the official narrative to play D&D Clerics the way that I am comfortable with, the way I have always played them since the beginning when learning to play D&D 1e.

As DM, gods dont exist in my setting, not in any important sense anyway, and are irrelevant. I generally give the different kinds of religion, the Eberron treatment. If necessary each religious community can create its own domain in the astral plane, creating any gods or anything else they care about to populate that unique astral domain.

I guess, because I learned D&D the 1e way, I learned to create my own worlds. I have never depended on an official setting. I use the core books. The gods have never been a thing in my D&D experience.

I find an obsession with gods to be bizarre and unappealing. And to try peer-pressure them on other players is highly problematic ethically.

The official gods seem unfun, and optional, and optional anyway. Unless one is slavishly serving the Forgotten Realms setting, they dont matter.

The official rules support my enjoyment of the D&D game, without gods interfering with my enjoyment of the D&D game. From the beginning. Since 1e.
If we're talking official rules in 1e, didn't they have the highest level cleric spells being directly granted by a greater gods? So if you worshipped a demi&God or lesser god you couldn't even get spells past a certain level? (Which doesn't mean the gods in your own world had to care or pay attention except to rubber stamp the request if they were powerful enough to grant it).
 

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That is correct, it's why they had divisions between Demigod, Lesser Power, Intermediate Power, and Greater Powers as well. This was more important when not even the Cleric got all the spells on their list- they used to have Spheres that divided up Cleric spells into categories.

Different specialty priest had difference Sphere access, so that the Druid, for example, had the same overall spell list as a Cleric, but could access spells they could not, and vice versa.

2e then added "Quest Spells" which were great miracles granted rarely by the Gods. Things like summoning the Wild Hunt, the original Storm of Vengeance, healing everyone in a mile radius, or making dead fields bloom for miles around in a way that Plant Growth balked at.
 

Yeah, it's weird.


And I think splitting hairs like that is completely stupid. If whatever the pact resulted is inheritable, then certainly the inheritors are same type of creature than the originator? It is just needlessly metaphysically messy and confused.


There is no indication that powers gained via pact can be taken away either.
There is no indication that the powers of a Cleric can be taken away, for that matter. I don't think 5e has commented about this (the only class where this is discussed is the Paladin), but in 4e, it was stated that Clerics received a divine investment from their God, and thus their powers couldn't be removed.

Other servants of said deity, however, could and would take you to task for betraying the faith.
 

This was more important when not even the Cleric got all the spells on their list- they used to have Spheres that divided up Cleric spells into categories.

Were the spheres in 2e? (I have no recollection of them in 1e, but remember making custom spell lists for some 2e campaigns).
 

Yes they were. You had things like All, Charm, Protection, Healing, Combat, Guardian, and then they added more esoteric ones later like Time, Thought, and Numbers (as I recall, without digging out my books).

There was also Major (all spells) and Minor access (up to 3rd level spells) to the different Spheres. It was a neat system, and made the different priesthoods feel unique, although it led to a bit of a balance problem with the Cleric and the Druid, who had a lot of spheres they could access natively.

The first other specialty priests were super weak, and the Complete Priest's Handbook created a lot of priesthoods that were so bad that the book even says "you need to get rid of the Cleric".

That wasn't popular, so things started to get better in Legends and Lore and Monstrous Mythology.

By the time the Forgotten Realms specialty priests were released, they were incredibly strong, with extra spells (including Wizard spells) available, and granted powers that could give you abilities of other classes (oh you want exceptional Strength on your Cleric? Just worship this God of War!).

But because these rules could sometimes create Clerics that weren't very good at healing or removing status debuffs, that created a big problem for some parties, which is probably why Domains were created for 3e, so every Cleric could access the important spells.
 


A sorcerer's magic can come from a pact.

My point is a sorcerer's origin and a warlock's pact are two very different things. Even if a sorcerer is a result of a warlock pact, the sorcerer themselves is not the warlock pact maker but a descendant.
That goes against the quote I posted where the sorcerer got his power as a gift from a god of magic. It doesn't say that he is the descendant of someone who got the gift. Or the descendant of one who was blessed by a dryad. The sorcerer lore allows for the direct gift of sorcery from a pact made with one who is supernatural.
A sorcerous pact is barely a pact as sorcery can never be taken away, stalled, metered, or leveraged. It's closer to a gift or blessing that is part of a more encompassing pact.
Neither the sorcerer or the warlock class says anything about its powers being taken away. People just logically see that as a possibility for breaking the pact. It's also a possibility for a sorcerer of any type, depending on the being involved. A god of magic would be able to remove a sorcerer's power fairly easily, regardless of the origin of that power. Any being that could grant it as part of a pact should also be able to take it away.
 

Yes, I explained that. A made a pact with G so that A's descendants gained divine protection and powers. A Sorcerer gains power through a Pact their ancestor made.
Or a pact THEY made. The sorcerer lore in the 5e PHB includes direct powers from the blessing of a dryad or gift of a god of magic, and those are non-exhaustive list of supernatural beings that could directly grant sorcerous power.
 

Yeah, you're correct. That just seems so off though, I mean, did they even realize the flavor difference between the classes was so weak by doing that? I mean, look at the short class descriptions and tell me what the difference is here.
 

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