What goes in the Mindcraft Web enhancement?

What should be in the Mindcraft web enhancement?

  • Mind Eater

    Votes: 6 23.1%
  • Throwaway NPCs

    Votes: 8 30.8%
  • Core Psionic Monsters

    Votes: 11 42.3%
  • Recurring NPC

    Votes: 12 46.2%
  • Rules Teaser

    Votes: 11 42.3%

Planesdragon

First Post
Mindcraft, a new take on fantasy Psionics, is in the last stages of development at Alea Publishing, and it's time to get the web enhancements ready--you know, the parts that we give away for free to convince you to buy this excellent new cap system.

(What, you haven't heard of Mindcraft? How about The Craft of the Mind, the first skill-and-feat system released under the OGL? Don't worry. It was obscure, and badly publicized, and as convoluted as skill-and-feat systems always wind up being. Mindcraft is a from-the-core re-write of CotM.)

Anyway, there's a short stack of items that I either have done or have an itch to do, and I'd like to know what there's the most interest in.

  • Mind Eater. A new abberation that fits the niche left by that most classic of psionic baddies. I read the description for this after putting it away for a few weeks, and it made me shiver.
  • Throwaway NPCs. The easiest way to introduce a new cap-system into your campaign is often to test it out with some drop-in NPCs. Maybe the farmer's wife spent her feats on getting the Heal power. Perhaps that shaman has Alternate Form.
  • Core Psionic Monsters: There's a lot of core Psionic monsters, from the MM or the PsiH. While Mindcraft can fit right alongside Psionics, it can also replace most of the secondary powers of these core baddies.
  • Recurring NPC: Rather than having a few one-time encounters, why not have a recurring character with Mindcraft, one who can let you give Mindcraft a fuller test before you open it up to your players.
  • Rules Teaser: The Mindwalker core class, and enough skills and mental powers to get to get PCs to 5th level.
 

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How about all of the above?

With new rules, such as a Skills & Feats Psionics, the NPCs would allow me to "see" the system in operation.

Core monsters as a web enhancement makes more room for new monsters and allows a side by side comparison.

Rules Teaser might be the best though. I and many others are very satisfied with the XPH rules changes, so you will need to give me a reason to buy or show me that there is still stuff I can convert to my game.
 

Show me the system--that's what will work. Show me examples of characters and monsters at different levels. Show me how it works in combat, show me how it blends with magic.

Let the examples demonstrate why it's a better system than the psionics system that is in use already, or the Force system from Star Wars that I've already adapted for my D&D campaign.

Dave
 

Vrecknidj said:
Let the examples demonstrate why it's a better system than the psionics system that is in use already, or the Force system from Star Wars that I've already adapted for my D&D campaign.
True story: when I got the Star Wars d20 book for the first time, I opened the Force Chapter and went "Ah, heck, that's exactly the same as Craft of the Mind!" Of course, that was before the core mechanic changed.

Thanks for the feedback. I'll do my best to convince you. ;)
 

Show me what's different, what's best with this psionic system. I have Psionic Handbook 3.0 and 3.5 now, plus Psychic's Handbook by Green Ronin. As such, I will have to know how this system works, and what is its originality (what makes it look like psionics, not just a different sort of sorcerer; and what makes it really original), if I were to buy that book.

BTW: is this to be a pdf?
 


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