[XPH] Psionics Is Different

Staffan said:
If I were using "different psionics", I'd have some things that targeted the underlying power type (e.g. spell resistance not helping against psionics, and power resistance not helping against magic), and some things that target the effect itself (e.g. fire resistance working equally well regardless of whether you're hit with a fireball or a whitefire). AFAIK, that was the way it was supposed to work in 2e too - I think they used detect invisibility as one example, and knock vs. a telekinetically held door as another.

Exactly!

Knock is a counter to Psionic Lock, while Dispel Magic is not. Likewise, Psionic Knock is a counter to Arcane Lock, while Negate Psionics is not. Spell Resistance does not work against Psionics, Power Resistance does not work against spells, but many high-CR critters have both.

Deflection bonuses work against all rays, regardless of the origin ("basic building block") of the deflection bonus, and so forth.

I haven't decided how to handle Remove Curse / Break Enchantment and the like. Aura Alteration is pretty obvious -- any Compulsion effect can be removed. I just gotta work out the magical side.

-- N
 

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If you want some ideas on how to make psionics different from magic AND make it balanced, my advice is look at Relics and Rituals 2 along with Echoes of the Past. Both have some ideas I think you'll like...
 


Firstly understand a lot of this comes from Mindscapes, and therefore can fix into the XPH stuff.

First is that when you have psionic character, if he/she ever falls to 25% or less of his/her normal maximium PP, he/she becomes fatigued. If he/she goes to 0, he/she becomes exhausted. This way you can regulate power without undue hindrance to any magic.

Secondly while psionics don't affect magic, magic that can protect against mind attacks, also works against powers with the mind affecting descriptors, as well as those that protect against charms and compulsion effect descriptors. (That is mind blank will protect against such effects, but not against a psionic attack done to another player.)

Thirdly, if you have a creature that has SR (say like Yuan-ti) they also get equal that in power resistance. This only works if said creature also has psionic descriptor.

Howse that?
 

Uh, okay, so R&R2 has nothing?!?

I've got Mindscapes, and the PR/SR function that I use is a bit more complex than that... basically, Outsiders and Magical Beasts get PR = (SR-5), and Psionic critters get SR = (PR-5).

Read my posts above -- the whole basis/mechanism/effect trichotamy is discussed in depth.

-- N
 

Uhm no it just has this. Echoes might have more. I just didn't get it yet. Besides, what you propose works if you believe they are function the same. I don't see it that way.
 

Piratecat said:
Bingo. For instance, in Dark Sun transparency is no big deal because psionics is so prevalent. The problem really comes when people want to make psionics "unique and mysterious", so they both make psonics relatively rare AND not transparent. That sets up some ugly power imbalances, at least in my experience.

I can't disagree with that, since I've seen the same imballance with DM introduction of other non psionic content (Vile(tm) magic that was just suddenly there and a magic using protection oriented character had never heard of and would have to take new feats to deal with springs to mind) I was just trying to put the circumstances thatthe 'different' rules cna be trouble more in the limelight.

Kahuna Burger
 

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