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What's on your psionics wishlist for 5E?
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<blockquote data-quote="fuindordm" data-source="post: 6480812" data-attributes="member: 5435"><p>Spykes, I'm not seeing the difference between your proposal and spell slots.</p><p></p><p>For me, the most satisfying version of the psionic class was the one from 2nd edition's Complete Psionics. What made it feel different from magic?</p><p></p><p>1. Psionic points ran out quickly. Over the course of your 10-level campaign, you might start with 40 and end with 100 but you never had enough to use weak powers all day long, or use your best powers several times. This is in direct contrast with 3E's and 5E's spell points system, which appears to be a similar system, but the cost of spells starts and remains too low for it to really feel equivalent in play.</p><p></p><p>2. Powers felt more like skills than spells. You could try and fail to activate one (again, a direct contrast with 3E and 5E). The disciplines keyed off of all six ability scores (again, unlike 3E or 5E where you only need one spellcasting attribute). I liked the fact that psionicists were MAD, that you could be really good at a couple of disciplines but that didn't prevent you from learning powers from others--it's just that it would be harder for you to activate them.</p><p></p><p>3. The sciences could give you very interesting and effective powers at low level, although they would usually cost most of your PP to activate.</p><p></p><p>Anyway, I'm not necessarily saying that this is the way 5E should go. Psionics can be done now easily enough as reskinned magic using the spell slot system. But I would prefer if they invented a system which feels very different from magic in terms of mechanics, class design, and the tradeoffs made by a character who chooses to go that route.</p></blockquote><p></p>
[QUOTE="fuindordm, post: 6480812, member: 5435"] Spykes, I'm not seeing the difference between your proposal and spell slots. For me, the most satisfying version of the psionic class was the one from 2nd edition's Complete Psionics. What made it feel different from magic? 1. Psionic points ran out quickly. Over the course of your 10-level campaign, you might start with 40 and end with 100 but you never had enough to use weak powers all day long, or use your best powers several times. This is in direct contrast with 3E's and 5E's spell points system, which appears to be a similar system, but the cost of spells starts and remains too low for it to really feel equivalent in play. 2. Powers felt more like skills than spells. You could try and fail to activate one (again, a direct contrast with 3E and 5E). The disciplines keyed off of all six ability scores (again, unlike 3E or 5E where you only need one spellcasting attribute). I liked the fact that psionicists were MAD, that you could be really good at a couple of disciplines but that didn't prevent you from learning powers from others--it's just that it would be harder for you to activate them. 3. The sciences could give you very interesting and effective powers at low level, although they would usually cost most of your PP to activate. Anyway, I'm not necessarily saying that this is the way 5E should go. Psionics can be done now easily enough as reskinned magic using the spell slot system. But I would prefer if they invented a system which feels very different from magic in terms of mechanics, class design, and the tradeoffs made by a character who chooses to go that route. [/QUOTE]
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What's on your psionics wishlist for 5E?
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