What would get you to use psionics?

Delemental said:
So what little (or big) change would get you to say "yes" when a player asks to play a psion? If you'd never, ever consider it, why?

When I start a campaign, I make certain decisions that I won't flex. One of them is what magic systems I am using. I tend to work magic into my game-world societies, and introducing another system later screws that up. So, if I've decided that psionics won't be in the game, that decision is final.

I personally don't really think there's a need for psi to sit alongside the normal arcane/divine magic system. I don't feel it'd add much, truth be told.

I have toyed with the idea of running a Deryni-esque game where psi is the only form of magic available, but I have more game ideas than I have time to run games.
 

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I've never liked psionics. I see it as a munchkin thing. I mean, pretty much every extreme power gamer in high school I ever ran wanted to play a psionicist. Coincidence? I don't think so.

But to the point of your question, I think it would have to be an interesting world in which the only magic was psionics, and it was all made to be *like* magic, and less like psionics. But, since I don't buy campaign worlds, and have my own, that ain't gonna happen.

Or, like the other poster, it would have to be some player that was on his death bed, and greatly desired to play a psionicist, and agreed not to abuse the rules, because I also have no desire to learn them.

But all my friends are healthy, and not dying.

So, to sum up, I ain't running psionics in my game any time soon.
 

I am the rarity. I have always used it. Here's the explanation.
(And I know there are logic flaws, but it has worked with various mods since first edition.)

Fantasy Campaign.

Magic is manipulating the multi-verse. Either thru knowledge (arcane) or granted (divine). Psionics is changing the multiverse by force of will. (And in the begining there was nothing..until the Will moved across the void etc etc.) Psionics is the advanced or ultimate magic. So I use the psionics is different rule in my current campaign.

So wizards use magic, clerics use magic.

An ancient race uses psionics. Some races in my world are descended from them. So psionics are in some creatures bloodlines. Generally after exploring the ruins of an ancient civilization some characters seem to aquire strange powers. (a psionic ability). Thats usually it.

..a warrior once got telekiness..he was a fun character.

On ocassion strange relics are found that have similiar powers to magic but are "different". Mostly the PCs never knew they had a psionic item...they thought it was magic.

When someone plays a straight psionisicst...it's up to the player how to explain his abilities to the world..99% think it's magic.
These characters usually have a blast discivering the back story to psionics in my world...and of course the psionic NPCs in the background of the world notice their endevers...hehe.

Helps against mind flayers and aboleths too...MAJOR ancient bad guys in my world.

The theme for godhood in my world (never has happened, but a good flavor story for the players...has disturbed some clerics though) is this, you need two things to be a god...worshipers (absorbing some of their WILL) and psionics (WILL of your own).

Gets fuzzy here but at my campaign levels it hasnt mattered (max has been 18 - 20 group) Godpower as expressed by their natural ablities...i.e. senses, immortality, is the ultimate expression of pure will. So why doesn't each god have levels of psionics? I don't know...dont care...by the time they become gods its a mystery...maybe magic and psionics are the same and they use whatever they chose transparently.

Never had any problems with this system...does psionic power bypass magic defenses....like butter, do psionics rule the world? they might...the players don't know.

Dragons like psionics too...might just explain why they don't need material components ehh?

Works for me, thanks for reading.

SkidAce
 

Well, it would take a well-written and balanced supplement that introduced lots of options to the game, offered customizability and variation, and was made to WotC's production values.

Oh, wait. I already got that.

So I guess that means it wouldn't take anything at all. And lo and behold, I've allowed them. Psionics work just as well as not in a fantasy game...take a look at Kurtz' Deryni series, for example. Many nebulous powers of fiction can easily be recreated using Psionics. It offers a flavor that is different enough to be enjoyable, but similar enough to work.
 

Whenever I can get a player to play one. I'm really the diehard psionic-phile in my group, although I think I'm turning one of the other guys to the darkside.

As for flavor never matching fantasy, it's definitely not that cut and dried. I had a mindflayer using a cabal of psions as his minions. The sound of breaking glass to my party means that someone's creating an astral construct. Basically, anywhere that mindflayers, yuan-ti, or gith are poking their ugly heads, expect psionics in the fantasy setting.

This shouldn't come as such a stretch to those who've played gimpmaster, I mean chartmaster, I mean rollmaster, I mean Rolemaster.
 

tburdett said:
Just to let you know, the SRD is not D&D.
Do you mean D&D the rule set or D&D the setting? If you mean D&D the rule set then what is the SRD if it is not the core rule system of D&D without the setting and product identity information?
 

First?

Change the freaking name.

My beef with psionics is nearly entirely a flavor issue. Way back when I first heard about the existence of psionics, before I knew anything about them, way back when I first started D&D, I was opposed to them in a fantasy setting. Call it Mentalism, or Will Magic, or anything other than Psionics. I hear psionics, and I think psions from Babylon-5, telepath's from Star Trek, modern day psychics, and all in all, the psi in psionics makes me think of the sci in sci-fi.

The seer argument has been brought up before, and it's one that does hold some weight, but over-all, I find it's still not enough for me to bother with psionics. I find for those narrow roles, spell-like abilities - with their lovely lack of verbal and somatic components - work much better, and, seeing as how that stuff isn't always willed up, psionics still doesn't fit the bill. So I'll tweak the system I prefer, as opposed to the one I despise.

Astral slime doesn't much win me over, either.

Crystals? Geh. Makes me think of New Agers, not knights clad in full plate and wizards spellbooks.

Heck, even in settings where psionics have a semi-appropriate existence, I strip them out. My favorite setting is easily the Scarred Lands. However, the Slarecians, with their alien, almost Spelljammer-esque tones to them, and their sci-fi related cousin of an optional rule, psionics, have all been shoved out of their extraplanar airlock and forevermore shut out from my games, in all but a few, well-screened instances.

I also find psionics, in general, smacks of evolution. While I'm a believer of evolution in the real world, fantasy games I run are quite strongly in the creationism camp. I do, actually, make some use of psioncis - but never as a player optional thing, unless I'm allowing them to play monster races. I'm fine with psionic mind flayers, because that's their thing, they all can do it, it's a part of them. Humans, however? Eh...no. They don't have hidden potential waiting to be unlocked, at least in the way of supernatural abilities. Where gods and devils hold sway, the idea of evolution, or inferences to it, get kicked into the trunk.

Clutter is another reason. I don't need two separate magic systems working in the same setting. Before anyone pipes up with clerical and divine, those are still fairly similar. No power points, no manifesting, and no floofy crystals. If I were to integrate psionics in some way, I'd prefer it were more along the lines of Evocation and Abjuration; more a school of magic, as opposed to its own entirely different, special sort of system.

What would get me to allow psionics? Probably enough that the person who wanted to convince me to let him play a psion, or make them a regular part of my games in any capacity, wouldn't want to play the character, or like the addition to my game any longer.

A bit broken up, a bit scattered, but there you go.
 

Camarath said:
If you mean D&D the rule set then what is the SRD if it is not the core rule system of D&D without the setting and product identity information?

The SRD are those rules that have been released for use by third-party publishers. Most of them are core rules, but not all of them. The core rules are what you'd find in the DMG, PHB, and MM. Everything else is non-core, even if it appears in the SRD.
 
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Absolutely nothing would get me to allow psionics. And this is since Eldritch Wizardry.Hate hate hate. Kill kill kill.
 
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Trickstergod said:
First?

Change the freaking name.

My beef with psionics is nearly entirely a flavor issue. Way back when I first heard about the existence of psionics, before I knew anything about them, way back when I first started D&D, I was opposed to them in a fantasy setting. Call it Mentalism, or Will Magic, or anything other than Psionics. I hear psionics, and I think psions from Babylon-5, telepath's from Star Trek, modern day psychics, and all in all, the psi in psionics makes me think of the sci in sci-fi....

I hear you man. The use of the term "capacitor" doesn't exactly endear them to me in a Swords and Sorcery setting.
 

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