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What’s The Big Deal About Psionics?
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<blockquote data-quote="Jer" data-source="post: 8588423" data-attributes="member: 19857"><p>Special rules about <em>arcane </em>magic. And different rules about <em>divine</em> magic. And a third set of special rules about <em>psionics</em> (magic).</p><p></p><p>Power source matters in Dark Sun - arcane magic is toxic, divine magic is not. Psionics could be viewed as another form of non-toxic magic (and arguably that's how the folks in the Dark Sun setting would actually view it- it's the good kind of magic, not the bad kind).</p><p></p><p></p><p>Which can be replicated with feats, subclasses, and multiclassing to a large degree. And where it can't, Dark Sun could have it's own rules that aren't necessarily a part of an edition-wide psionics system as needed.</p><p></p><p>Every edition "update" for a setting involves fitting the setting to the rules of the new edition, not the other way around. That's part of why many older players/DMs (especially DMs IME) are always unhappy by updated setting rules even as they clamor for them - because it never "feels" like the original setting because the original setting was written assuming 2e/3e/whatever rules were part of the "structure" of the world and when those rules change it feels like a setting change to them. When those rules change radically it's a radical setting change.</p><p></p><p>(I will be honest - I think I could do a great Dark Sun game with the psionic subclasses and feats from Tasha's alone, along with some homemade new Backgrounds. Would it replicate the feel of a 2e version of the game? Nope. Would it still be Dark Sun? To me it would because the 2e psionics rules aren't something I actually think are integral to Dark Sun's feel despite how they were assumed as part of the original setting.)</p></blockquote><p></p>
[QUOTE="Jer, post: 8588423, member: 19857"] Special rules about [I]arcane [/I]magic. And different rules about [I]divine[/I] magic. And a third set of special rules about [I]psionics[/I] (magic). Power source matters in Dark Sun - arcane magic is toxic, divine magic is not. Psionics could be viewed as another form of non-toxic magic (and arguably that's how the folks in the Dark Sun setting would actually view it- it's the good kind of magic, not the bad kind). Which can be replicated with feats, subclasses, and multiclassing to a large degree. And where it can't, Dark Sun could have it's own rules that aren't necessarily a part of an edition-wide psionics system as needed. Every edition "update" for a setting involves fitting the setting to the rules of the new edition, not the other way around. That's part of why many older players/DMs (especially DMs IME) are always unhappy by updated setting rules even as they clamor for them - because it never "feels" like the original setting because the original setting was written assuming 2e/3e/whatever rules were part of the "structure" of the world and when those rules change it feels like a setting change to them. When those rules change radically it's a radical setting change. (I will be honest - I think I could do a great Dark Sun game with the psionic subclasses and feats from Tasha's alone, along with some homemade new Backgrounds. Would it replicate the feel of a 2e version of the game? Nope. Would it still be Dark Sun? To me it would because the 2e psionics rules aren't something I actually think are integral to Dark Sun's feel despite how they were assumed as part of the original setting.) [/QUOTE]
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What’s The Big Deal About Psionics?
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