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<blockquote data-quote="AFGNCAAP" data-source="post: 1146190" data-attributes="member: 871"><p>Personally, though psionics are an interesting element to add to a game, I really don't think that they should be that mechanically different from magic in D&D, esp. since D&D does not make major distinctions between arcane & divine magic in the game (no penalties or bonuses when using divine magic against arcane & vice-versa, etc.).</p><p></p><p>IMHO, there are few psionic powers that scream out "psychic" to me--psychokinesis, ESP, & telepathy are a few. However, there are some psychic abilities which just come off as magical abilities or superpowers to me--the power that allows you to transform your limb into an animal's clawed limb comes to mind.</p><p></p><p>I hated 2nd ed. AD&D's interpretation of psionics, & I have seen players abuse the system to gain some edge in the game. I'd be very happy to never see that occur again.</p><p></p><p>I'd be glad to see the various specialty psions as per 3E PsiHB go away: I'd prefer to see a core psion class, with specialists for certain disciplines created the same way a specialist wizard is. The main power-related ability should either be Wisdom or Charisma. For simplicity, it should use the 10+DC mods for power DC, & slots for available powers/day, much like spellcasters (for a simple system).</p><p></p><p>Alternate rules that use the d20+DC mods, power points, & other variants could be listed as variant rules for those who want them (much like the spell point variant rules in the upcoming <em>Unearthed Arcana</em>).</p><p></p><p>Psychic warrior can stay as is, but isolate psionic powers to using Wisdom or Charisma, instead of the MAD method.</p><p></p><p>Another option that I'd think would work (perhaps better, since IMHO, psychics have a primary power that is enhanced over time, & not a hodge-podge of various, unthematic psychic abilities) is to have the psion & psychic warrior class be feat-based, selecting psychic feats for their powers. These feats can be like normal feats, or more like special/supernatural abilities that can be used multiple times a day. The psion can have a few different abilities, or can be very good in one ability.</p><p></p><p>Finally, psionics could possibly be handled the way that FR 3.X deals with spellfire--take a specific feat at 1st level, then gain levels in a psychic prestige class to enhance the raw psychic talent.</p><p></p><p>I'm sure that there will always be someone who's unhappy with the way psionics work in D&D, despite what form it takes. Personally, I think additional rules should be easy to integrate & implement. As it stands now, I think psionics should undergo a good overhaul--let's just see if that what occurs in the new PsiHB.</p></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 1146190, member: 871"] Personally, though psionics are an interesting element to add to a game, I really don't think that they should be that mechanically different from magic in D&D, esp. since D&D does not make major distinctions between arcane & divine magic in the game (no penalties or bonuses when using divine magic against arcane & vice-versa, etc.). IMHO, there are few psionic powers that scream out "psychic" to me--psychokinesis, ESP, & telepathy are a few. However, there are some psychic abilities which just come off as magical abilities or superpowers to me--the power that allows you to transform your limb into an animal's clawed limb comes to mind. I hated 2nd ed. AD&D's interpretation of psionics, & I have seen players abuse the system to gain some edge in the game. I'd be very happy to never see that occur again. I'd be glad to see the various specialty psions as per 3E PsiHB go away: I'd prefer to see a core psion class, with specialists for certain disciplines created the same way a specialist wizard is. The main power-related ability should either be Wisdom or Charisma. For simplicity, it should use the 10+DC mods for power DC, & slots for available powers/day, much like spellcasters (for a simple system). Alternate rules that use the d20+DC mods, power points, & other variants could be listed as variant rules for those who want them (much like the spell point variant rules in the upcoming [I]Unearthed Arcana[/I]). Psychic warrior can stay as is, but isolate psionic powers to using Wisdom or Charisma, instead of the MAD method. Another option that I'd think would work (perhaps better, since IMHO, psychics have a primary power that is enhanced over time, & not a hodge-podge of various, unthematic psychic abilities) is to have the psion & psychic warrior class be feat-based, selecting psychic feats for their powers. These feats can be like normal feats, or more like special/supernatural abilities that can be used multiple times a day. The psion can have a few different abilities, or can be very good in one ability. Finally, psionics could possibly be handled the way that FR 3.X deals with spellfire--take a specific feat at 1st level, then gain levels in a psychic prestige class to enhance the raw psychic talent. I'm sure that there will always be someone who's unhappy with the way psionics work in D&D, despite what form it takes. Personally, I think additional rules should be easy to integrate & implement. As it stands now, I think psionics should undergo a good overhaul--let's just see if that what occurs in the new PsiHB. [/QUOTE]
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