dream66_
First Post
I never knew Chekov was psychic.
Good on him. Tewepathic Powvers engaged, keptin.
I honestly keep forgetting he had a job before Babylon 5,
I never knew Chekov was psychic.
Good on him. Tewepathic Powvers engaged, keptin.
Wow... This post seems incredibly short sighted. I'm not about to defend psionics with you however. Psionics is going to happen in 5e, Mearls has already stated this. It's just a matter of when. This thread is to express what we would like to see.
The fact is that the "source" of the power is flavor, and therefore is irrelevant to the mechanical operation of powers in the game (even more so in "rulings over rules" 5e). If D&D is going to have psionics and have it be anything other than reskinned magic, the powers will need to be both mechanically different and have a different purpose for the characters. Class-defining powers already exist. It's either called class abilities or it's called magic. Adding psionics on top gains us nothing (other than a name change).
Feats could pick up much of that slack. Want to be a dedicated psionic character? Sounds good, you'll just be giving up higher ability scores in exchange for several psionic feats ("I've learned ego whip, pyrokinesis, and Tower of Iron Will with this feat!").
I guess I don't understand why a subclass or several wouldn't give that alternative flavor without all the labor-intensive fobs of a whole new class.
A few new wizard schools (Seers, Telepaths, Kineticists, Nomads, Egoists, Creatives) with some new features support the "dedicated mind-mage" archetype. Psychic warriors are just another fighter variant. Monks could become soulknives. Sorcerers would make good wilders ("I just have this power, I don't know what to do with it!") Heck, we could even dust off the Lurk for rogues and the Ardent for bards and the Divine Mind for Paladins (though I'm not sure any of those are missed very much). There's not much in the existing suite of psionics that doesn't fit snugly into subclass territory.
The only way to really achieve it now without it looking like what you've described is to really embrace the augmentation concept and put the bulk of the development time into making each and every power unique by allowing the character to alter it's behavior. I think the key will be to define Sciences, Devotions, Disciplines or whatever label, that offer powers that may be duplicates of spells or at least close to them. These would be the classic Psionic defining abilities. Then the real work will be in defining the endless permutations of the powers available through augmentation.
Not to mention it royally destroys the way the Dark Sun campaign is written, which is based around tangible differences between psionics and magic (ie, they do different things and more important, differently. Psionics is much more limited, magic is vast but destroys the world). You may as well make clerics "healing wizards", rogues "skill fighters", and do away with every class except fighter and wizard. If rangers, paladins and bards, which are just pre-fab multiclass combos, deserve their own class, psions deserve it much more.