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04-01-2005, 12:39 PM
Post originally by Samuel M. Wright at 2005-04-01 11:39:08
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I've always liked psionics, since I started playing D&D in jr high, and with the advent of the 2E handbook it occurred to me what the real problem with psionics was. The essential crux of the problem is that there has never been a ruleset that incorporates a distinct, non-magical psionics system in the core rules. The result is that psionics always feels like an add-on or, as in the newest rules, just magic warmed over. What 4e needs to do is have a core ruleset that fully incorporates the presence of psionics in the system and that makes magic and psionics two independent forces that work by different rules and achieve different goals. Creating a gap between magic and psionics ensures neither one becomes redundant, while having separate systems for them adds variety and a layer of depth to the strategy of the game...

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04-04-2005, 01:25 AM
Post originally by Narf at 2005-04-04 00:25:21
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And will probably make it complicated enough to send people screaming out into the night. :D

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05-03-2005, 10:32 AM
Post originally by Spike at 2005-05-03 09:32:16
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Narf wrote:
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And will probably make it complicated enough to send people screaming out into the night. :D

Actually it doesn't need to be that way. Currently I disallow psionics, even in Eberron where they are part of the setting, because of what I call Magic 2.0 . Psionics as currently written are complex and difficult to understand because they are essentially spells of another color.
Psychic phenomenon (in the 'real' world) are extensively documented and already ordered. Wether or not you believe in it is up to you, but the people at WotC decided, apparently, to ignore ALL of that and work up something wonky. C'mon, psychic disintigration that involves a green beam of light? That's a spell hacked into a new rule set.

Without going on for two pages I can explain how Psi can be easily understood.
Much fewer but more flexible powers (Telekinesis, Telepathy, ESP, Teleportation and possibly an anti-psi power.) with appropriate sub-powers where appropriate (TK Sheilds, attacks, Pyro/Cryokinesis, the various Cognitions (Pre/Post etc). Treat Psi abilities like supernatural talents, always available, and design psi classes like so.
Start with one power at first level (HD), add sub power of choice at second...
At fifth level add second power...
you get the picture. Of course, subpowers might work pretty good as feats, with prerequisites being a level of aptitude in a give power.
More dedicated psi's would would be weaker physically (lower BAB, saves, HP, whatever) but have more powers. Powers (and sub powers) would be weaker in many ways than spells, but are always available.
Attack and defense modes are, well, fine I guess. Don't really fit any system, but you figure a psion of any level has got to be a tougher nut than a mindblind.

Simple, easy to understand, and relatively accurate to how people believe Psi to work, and I'd bet money that it could be easily done so that it wouldn't be at all unbalancing.

Weigh in with a measured responce and the scales will be balanced.