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General Tabletop Discussion
*Dungeons & Dragons
Why UA Psionics are never going to work in 5e.
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<blockquote data-quote="Chaosmancer" data-source="post: 7966436" data-attributes="member: 6801228"><p>Yeah, this sort of confusion is why I despise the Anti-Magic field. Too many things should turn off that don't and everything just starts breaking down. </p><p></p><p>But I also doubt it will ever be answered in a coherent way that I like, so I just muddle on through.</p><p></p><p></p><p></p><p>Comic books are a bit of a unique problem. Because none of it was originally written to go together, and was eventually all collected together. </p><p></p><p>I've actually read quite a few unique Superhero settings that try and tackle this, and the most coherent answer generally given is that all superpowers share a common root, and simply express themselves as the person who has them desires/believes/matches their soul/mumbo jumbo. </p><p></p><p>I'd also posit that most of the settings like Marvel and DC that simply throw it all together and ignore the inconsistencies, actually skew closer to magic and psionics being one. The most common magical spell I've read about Superheroes or heroines casting? Mind Shields to protect themselves from telepaths. Psychic bolts are stopped by runic shields, ect ect.</p><p></p><p>To translate that into DnD, we would need to allow them to interact with each other, which would make them both "magic"</p><p></p><p></p><p></p><p>Savage Worlds is a bad example simply because, as you state, it is a rule system. Savage Worlds is meant to be a generic engine capable of running a game in any genre you want, so obviously they would throw psionics in. </p><p></p><p>However, if you look at how it works, all of those sources (Miracles, Magic, Weird Science, Psionics) pull from an identical list of powers. The Blast power does 1d6 to 3d6 damage depending on how many power points you put into it, and you roll your associated skill. And this is true for all four "sources". So again, it would work closer in DnD to just making Psionics magic. </p><p></p><p>I'd say a similar guess for Numenera and Cthulhu in that they come from the same root source. In Cthulhu, as I understand it, using any sort of power is tapping into the powers of either the Elder Gods or the Great Old Ones, gaining telepathy from encountering some horror or reading a book and utilizing a ritual to call on a dark star are all using the same power source. It isn't understood, but that is the point. Numenera is a sci-fi setting, if memory serves me, and everything is actually nanite technology and mutations from genetic tinkering (from what little I saw of the setting in the past)</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7966436, member: 6801228"] Yeah, this sort of confusion is why I despise the Anti-Magic field. Too many things should turn off that don't and everything just starts breaking down. But I also doubt it will ever be answered in a coherent way that I like, so I just muddle on through. Comic books are a bit of a unique problem. Because none of it was originally written to go together, and was eventually all collected together. I've actually read quite a few unique Superhero settings that try and tackle this, and the most coherent answer generally given is that all superpowers share a common root, and simply express themselves as the person who has them desires/believes/matches their soul/mumbo jumbo. I'd also posit that most of the settings like Marvel and DC that simply throw it all together and ignore the inconsistencies, actually skew closer to magic and psionics being one. The most common magical spell I've read about Superheroes or heroines casting? Mind Shields to protect themselves from telepaths. Psychic bolts are stopped by runic shields, ect ect. To translate that into DnD, we would need to allow them to interact with each other, which would make them both "magic" Savage Worlds is a bad example simply because, as you state, it is a rule system. Savage Worlds is meant to be a generic engine capable of running a game in any genre you want, so obviously they would throw psionics in. However, if you look at how it works, all of those sources (Miracles, Magic, Weird Science, Psionics) pull from an identical list of powers. The Blast power does 1d6 to 3d6 damage depending on how many power points you put into it, and you roll your associated skill. And this is true for all four "sources". So again, it would work closer in DnD to just making Psionics magic. I'd say a similar guess for Numenera and Cthulhu in that they come from the same root source. In Cthulhu, as I understand it, using any sort of power is tapping into the powers of either the Elder Gods or the Great Old Ones, gaining telepathy from encountering some horror or reading a book and utilizing a ritual to call on a dark star are all using the same power source. It isn't understood, but that is the point. Numenera is a sci-fi setting, if memory serves me, and everything is actually nanite technology and mutations from genetic tinkering (from what little I saw of the setting in the past) [/QUOTE]
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Why UA Psionics are never going to work in 5e.
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