Would you like to see Psionics as core rules?

Should psionics be included in the revised core rules?

  • Yes, I would like to see psionics included in the revised core rule books.

    Votes: 147 51.4%
  • No, I do not think psionics should be included in the revised core rule books.

    Votes: 139 48.6%


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Hack. No.

I've hated psionics since 1E. To me, psionics is "magic" for sci-fi games, and should stay over there.

Plus, if psionics works the same as magic, and we have a class with innate magic already, it's redundant.

If psionics is different than magic, then you have an entirely different system to keep up with, balance, handle interactions, etc -- too much work. And likely to be broken, a la 1E.

Keep the Psionics Handbook as a separate supplement. Then if you want it, you can have it, and if you don't, you're not paying for it.
 


An almost even split! Wow! I expect 3 to1 for no

Be honest, the psi rules are actualy an alternative spell point system. And with the ways the system stores and transerfers points around, it can give the feeling the characters are "maniuplating" an arcane force, compared to the "juggle some skill slots" technique.

If you billed it as such in the PHB and took out the "scifi" word of psionics, then I think a lot more people would start considering the rules. (It pains me to no end that such supposedly creative people could be hung up on a word when it comes to implimenting alternate rules in a game.)

And while some like the "low magic" feel of the game, I'd rather have WotC offer a high powered version (it's easier to give more and then have the DM say no, than the other way around.)

On that note, not increasing the power level of psionics and then creating a setting for it (Agents of Psi) makes little sense. According to the psi system designer, psionics was designed only to compliement, never replace or outshine spell slot magic. So thanks to modern medicene and weapons, a weak "psi/magic" system is sort of moot. At least the way I run my games. :)

No offense, this poll is cute, but WotC has a real hit or miss record about listening to the public's ideas on the psionic rules -- I sense some real politics going on at that office over this subject. I did manage to find a avenue for my frustration over the psionics system. I just went out and got a 3rd party product, Mutants and Masterminds. :)
 

Assuming that it is possible to shuffle in the psionics rules with a minimum of space (which asusmes psi powers could be integrated into the existing spell lists), then what's the problem with presenting it as *optional*?

3e is about options, isn't it? If you don't like psionics in the core books, just gloss over them (like so many ignore the firearms rules)
 


Except for the ecological considerations of Dune, you're right.
Wishful thinking, unless you're completely willing to ignore the tech level. D&D is about swords and sorcery fantasy, and sure, Dune and Star Wars have their analogues to S&S themes (knife fights and lightsaber fights, Bene Gesserit powers and the Force etc.), but at the end of the day, the futuristic, sci-fi tech level cancels out their claim to be swords & sorcery fantasy.

Fantasy in the broad sense of the term they are, space opera sci fi they are, but swords & sorcery fantasy they are not.
 

I don't buy the "psionics is too sci-fi, not fantasy" argument, but I also grew up playing Rolemaster and reading Katherine Kurtz's Deryni books.

My only concern would be the page count involved and if it could be added in successfully in the space available. If not, then I am good with revising the PsiHB and keeping them in the SRD. It at least allows them to be used by people wanting to write d20 stuff.
 


rounser said:
Fantasy in the broad sense of the term they are, space opera sci fi they are, but swords & sorcery fantasy they are not.

That's true. But D&D doesn't have to be swords & sorcery fantasy.
 

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