Why do you love psionics?

MerakSpielman

First Post
Don't go starting a debate and flaming each other here. Polls on this board have shown that a majority of people who play D&D use psionics in their campaigns. This is interesting to me because, since I dislike psionics, I assumed that so did other people.

I want to understand their appeal. Those of you who use psionics, why do you like 'em? Those of you who don't like 'em, don't post here. Like I said, I don't much want a pro-con debate here.

Somebody will doubtless want to know why I don't like psionics. What's wrong with psionics, they ask. So, in the spirit of not debating, I say the standard reply is 1) they don't fit the high-fantasy archetype (no psionics in the greatest and most well-read fantasy literature, and that's the feel D&D tries to duplicate), and 2) There's enough ways to do magic-type stuff in D&D, we don't need anyother way.

Obviously, if you use psionics, you believe otherwise. Explain. Thanks!
 

log in or register to remove this ad



MerakSpielman said:
Somebody will doubtless want to know why I don't like psionics. What's wrong with psionics, they ask. So, in the spirit of not debating, I say the standard reply is 1) they don't fit the high-fantasy archetype (no psionics in the greatest and most well-read fantasy literature, and that's the feel D&D tries to duplicate), and 2) There's enough ways to do magic-type stuff in D&D, we don't need anyother way.

Obviously, if you use psionics, you believe otherwise. Explain. Thanks!

IMO, it does fit the high fantasy archetype. There is no reason to think otherwise. What is psionics? It's the manipulation of matter and energy without physical means or technology. In short, it is magic.

Second, you say that there is no magic in well-read fantasy literature. My first reply to this is "how well read does fantasy have to be to qualify?" D&D draws from a wide variety of books that D&D itself draws from or that its DMs and players draw from. At any rate, I beg to differ. Many well known fantasy books feature psionics in all but name, and some even use the term psionics. I highly recommend you pursue the Darkover novels, the Deryni novels, and Brust's Taltos books.

Third, you say that there are enough ways to do magic in D&D? That's rather personal taste. Here's the essential thing, though: sans psionics, there is only one way to do magic, with a few variations (arcane versus divine, prepared versus spontaneous, but it all basically works the same.) Psionics is a little different, but not so different that the system doesn't fit. Unlike the 1e system, the 3e system uses power levels and other similar concepts. Yet it is different enough to give the rub of the mysterious.

Fourth, psionics is classic D&D. They have existed since before first edition. Mind flayers and intellect devourers are classic D&D creatures that are essential to D&D's feel.

Finally, psionics has been part of my personal game for a long time (really, since the dragon came out in 1e with the psionics article). Wandering mystics and mysterious oracles exist throughout the land that even well regarded mages find mysterious. Mysterious orders like the Bloodguard of the Greyhawk line use it to defend their prince. The Lerendian Autocracies secret police and the Drakkarian Empire's bloodhounds and inquisitioners maintain the oppressive way of life in those authoritarian states. Psionics, as an element of the game that only a few players familiarize themselves with, is a bit more of a mysterious force in the game, and especially known for its domination and divinatory abilities.
 

Well, my reasons are more along the lines of "They are a different form of magic."

You see, I have always hated the fire and forget magic that the base rules assume. They did a little better by giving us a sorcerer this time around so I wouldnt have to memorize my spells each night, but it is still slot based magic.

For me, I enjoy the flexibility of point-based systems. If I need to burn all of my daily allotment on fireballs, then I can. If I need to spend an afternoon entertaining the kids, then a days worth of illusions is perfect.

The assumption just doesnt work for me that magic 'erases' itself from my mind when I use it. Now, it may be true that psionics hasnt made much of an appearance in literature, but why is that a problem? Look at it this way: consider your favorite movies and books. Most of them require wizards, mages, or whatever they are called to chant some form of incantation to get their spells to work. But think of those few where all that is required is a glance or a simple guesture...Why not use the psionics rules for those kinds of characters?

It also allows (if you use psionics and traditional magic together) a way for players to choose a unique path from every other illusionist or necromancer out there besides through feats and spells.

Think about from the peasants point of view...If you saw a wizard throw a fireball, you'd know it because of the gestures and incantations. But what if you saw firestarter? What would you call what she did? In the end, it all depends on how you describe things and what you are looking for in magic. I like psionics BECAUSE it is different (and the powers are a lot more fun than many of their similar spell counterparts ;)).

This isnt to say that I think psionics are perfect. They are better in this edition than previously, but they tried to work the same system into 3E terms. I would have made it feat or skill based (of course Id do magic the same way).

So, to sum up...
I like psionics for the different feel and the different mechanics of the system.
 


My reasons are basically the same as Tolen Mar's.
- I love the flexibility of power points
- I love the psi-feats (the ones that let you do cool things as long as you have a few power points left)
- I love the ability-aligned specialization (so you can do cool magic-like things regardless of what your high ability score is)
- I love the idea of being able to supernatural things with just your mind

There are still a lot of things I'd change with the current system (and I REALLY hope it gets revised with the revised core books), but it's a LOT better than 2e and has all the virtues listed above...
 

MerakSpielman said:
Somebody will doubtless want to know why I don't like psionics. What's wrong with psionics, they ask. So, in the spirit of not debating, I say the standard reply is 1) they don't fit the high-fantasy archetype (no psionics in the greatest and most well-read fantasy literature, and that's the feel D&D tries to duplicate), and 2) There's enough ways to do magic-type stuff in D&D, we don't need anyother way.
This argument doesn't hold much water. Most well-read fantasy (and by most I mean pretty much all) doesn't feature magic that works at all like any of the basic spellcasting classes of D&D either. Psionics, except for the name, is actually a better representation of "traditional fantasy" magic than standard D&D magic in many ways. In fact, my complaint with psionics is that it doesn't go far enough in a new direction and new feel from D&D magic. I picked up psionics to use as an alternate magic system. In many ways, I'd rather than psions than wizards, sorcerors, clerics and druids in my campaigns. But what I really want is probably skill-based rather than slot or point based magic.

Anyway, my point is that I can't see how psionics is "too out there" for your traditional fantasy tastes yet D&D magic isn't. What you probably mean, I think, is that psionics is too different from what you're used to in D&D, not what you're used to in non-gaming fantasy novels and the like.
 

Personally, I have removed Arcane magic from my home campaign and I am using psionics instead. Psions fill the roles usually taken up by Wizards and Sorcerers. It's working well so far, and gives a different slant on the typical D&D game.
More usually, I like the variation from the norm. Psionics is just a different way of doing magic, with different effects and methods. It is neither more nor less in theme than traditional D&D magic.

--Seule
 


Remove ads

Top