The way you would want psionics to work?


Homebrew and House Rules


Ive seen alot of people that seem to like psionics to work exactly like spells much in the way 3.5 portrayed them. if you went magic psionic transperancy they might as well of been the same thing aside form one working on a pool and the other not. i personnally think this kills the flavor. its not psionics then just another mage type.

Id like to see psionics as a bit more unique without it being unbalanceing. (just give psi res to magic res and it shouldn't be worse then magic)

i didn't like that all psionic abilitys where divided up like spells. 1-9
id rather see something more like ad&d just majors and minors that scale as you level. let you modify basic powers as you level up example:
telekinsis
lift x/level
advancements
disarm
trip
shield
wield weapon at range
burst
bull rush (i could go on)
just have to set them to appropriate level
let you gain increases to previous ones and new ones as you level up so you could take any power at first and then enhance it as you level up while gaining new things.
energykinses (choose an energy type)
resistance
bolt
area
etc.
body alterations
feather fall
claws.
let them be powered by pp ost goes up as you add more abilities.
from that you could go alot of directions
telepathy
mind over matter etc.


vidmaster wrote:
its not psionics then just another mage type.

I am not going to directly answer your question, but I wanted to give you some agreement. Psionics in the 3.x was simply a variant mage. I believe and hope that Pathfinder has neglected to yet tackle psionic abilities due to their desire to do more than their predecessor. I do not want to diminish their creativity by suggesting a port of an older editions model, however. I believe that the Advanced Player's Guide showed what the pathfinder dev team is capable of doing with concepts of class abilities and magical concepts from their development of the witch, alchemist, and inquisitor.

If and when psionics is integrated into Pathfinder, I don't want it to be a single, simple mechanic. I want psionics to be as varied in use as magic is to the many classes already in existence. I also believe rules for magic/psionic transparency should make sense while still allowing for a difference between the two. Ultimately, it would be amazing to see if they could find a way to make psionics work without magic/psionic transparency even being an issue. Those are my thoughts.

Liberty's Edge

I completely agree. Kinda tooling around with a homebrew class, harder than I thought to balance. But I always kinda figured that psions were generally born to a natural talent and it becomes natural to them. So for a telekinetic it would more or less end up as a fighter who can transcend distance. Someone who could actually toss around enemies.

Even for a pyrokinetic I think it can be viable to opt out for spells


I will give you my honest opinion on the subject. Before you go nuts, understand that this is exactly that and nothing more.

After seeing them try and shoehorn yet another variant system for handling what is essentially just magic with a different name into 2nd edition, 3rd edition, 3.5, and 4th edition, my answer to your question is:

"I would like psionics to work in a different game."

I don't view this like guns or something where there's a place for them, but the main polarizing force is people not wanting gunpowder in their fantasy game, I view psionics as something that's just unnecessary. All it is a different way of arbitrating magical effects that not only usually ends up completely unbalanced (either too strong when they "go nova" or too weak to compensate for the fact they're too strong when they go nova), but also comes with 15 years of baggage of player dislike and distrust.


Making psionics magical is the only way it really works in a fantasy campaign, entering psionics as an alternate formerly unsupported way of non-magic makes it too powerful. There will be practically no defenses against psions innate or through magics and this will make it more powerful than it should be.

I agree that the powers are in some cases 'too magical' in flavor, but too many people agree on what psionics actually should be, I didnt think 3.x was that bad really.

A psionic system I would like borrowing from AD&D a bit is much like the Boook of Nine Swords (3.5), essentially it still has powers by level from 1 to 9 to gauge relative power and availibility tis works fine. It does also follow the prerequiste powers system and has several disciplines, if I was going to rewrite psionics I'd start with that book as a baseline.

The powers would ofcourse not be so focused on fighting styles, but thematically it suits psionics really well and offers an alternative system guideline for the traditional disciplines, names like diamond mind and shadow are names perfect for psionic disciplines in a fantasy campaign.


Psionics in AD&D was horrid and I was ecstatic when 3.5 got rid of the last vestiges of that mess.

The problems with making psionics different from magic are:

  • Most of the iconic psionic abilities have existed in the magic system as spells since AD&D.

  • The need to interact with the existing save mechanics, not have their own unique defenses, which means they end up working a lot like magic.

    Remco Sommeling has a good idea however for making psionics less like spell casting. Model it after ToB:B9S. The recharge mechanics had some issues, but if you could clear that up it's a direction that gives you some uniqueness while keeping within the rest of the game mechanics.


  • I've got limit game experience with Psionics but what there was and from what I've read is just another form of magic.

    I would like it if Psionics was very focused around mind control and compulsion, along with things like telepathy and soul effects.
    After all that's what made the monsters like mind flayers scary.

    Being able to influence the physical world like telekinesis, meh - we've got magic, both arcane and divine, for that.

    Liberty's Edge

    Quote:

    I will give you my honest opinion on the subject. Before you go nuts, understand that this is exactly that and nothing more.

    After seeing them try and shoehorn yet another variant system for handling what is essentially just magic with a different name into 2nd edition, 3rd edition, 3.5, and 4th edition, my answer to your question is:

    "I would like psionics to work in a different game."

    THUMBS UP. (I could say the same thing about all the variant spellcasters as well.)

    Keep psionics in Supers and Star Wars games where they belong -- if you're not weaving mana or channeling a God's will, it's not epic fantasy.

    (Gunpower weapons I don't mind if given a late Renaissance or Steampunk fantasy setting, and since they're not as good as a longbow in elven hands anyway.)


    I think the pro psionics crowd often mixes it with mysticism which often viewed as a form of mental magic.
    The only two ways I can think of two implement is to make it a variant magic(spell casting) system or make them into SU's which I think is a bad idea. You can't dispel, disrupt, or counter spell an SU. They never provoke. In short a lot of the limitations of spells goes out the window. I did like psionics as it was for the most part. The crystals were something I will never miss though.


    Psionics = Magic. Psionics should not even get a pool with which to cast spells. All they get is to call their "Magic Missile" "Force Missile" instead.

    The up side of this approach, I've been able to play psionics in Pathfinder for years now.


    Robb Smith wrote:
    I will give you my honest opinion on the subject. Before you go nuts, understand that this is exactly that and nothing more.

    I actually agree very strongly with Robb to a degree. However, I am optimistic that a solution exists that doesn't share these problems. I must admit that any system of psionics will feel somewhat like magic, but I think it doesn't have to be a train wreck. I trust that the devs would avoid the mistakes of previous editions, and that is what allows me to be excited. As for the whole, psionics just feeling like magic can be avoided as long as we don't fall victim to prejudice of precedence. An example, a pot on the stove being picked up by a player without mittens probably will have an effect like the heat metal spell, but no one is gonna cry, "this pot feels like a magical enchanted effect!". Rather players feel more like the heat metal spell copies reality. Sure, any psionic effect would likely resemble an existing spell effect, and will be compared to it. However, a mechanic could be designed in such a way that the magic feels like the copycat. If the devs could make a great mental manipulation mechanic, then you could create the situation where people feel that charm monster and dominate monster were knock offs of the psionic effects, not the other way around.

    As for psionic/magic transparency, there are other ways of working the system that are not so broken or polarizing. We just haven't seen it yet.
    As for what psionics is it can be described as:
    • Mind over Matter
    • Mind over Body
    • Mind over Distance
    • Mind over Mind

    Yes, everything I listed could be found in some spell description. That doesn't mean psionics couldn't do it better.


    First, I open my copy of Psionics Unleashed.

    Second, I use Psionics Unleashed.

    Third, I enjoy the psionics rules inside.

    Quote:
    Keep psionics in Supers and Star Wars games where they belong -- if you're not weaving mana or channeling a God's will, it's not epic fantasy.

    Hilariously enough, D&D magic is neither of these - and 3.5 psionics does the weaving just fine. Looks like wizards are going in Star Wars and psionics are here to stay ;)

    Silver Crusade

    Pathfinder Adventure Path Subscriber
    ProfessorCirno wrote:

    First, I open my copy of Psionics Unleashed.

    Second, I use Psionics Unleashed.

    Third, I enjoy the psionics rules inside.

    Quote:
    Keep psionics in Supers and Star Wars games where they belong -- if you're not weaving mana or channeling a God's will, it's not epic fantasy.
    Hilariously enough, D&D magic is neither of these - and 3.5 psionics does the weaving just fine. Looks like wizards are going in Star Wars and psionics are here to stay ;)

    I'd say "I open anything by Dreamscarred Press". They got their psionics right.

    Dark Archive

    vidmaster wrote:
    I've seen alot of people that seem to like psionics to work exactly like spells much in the way 3.5 portrayed them. if you went magic psionic transperancy they might as well of been the same thing aside form one working on a pool and the other not.

    I kinda like the Complete Psychic's system, from Green Ronin (and reprinted in their Advanced Player's Guide). Feats to know specific types of psychic stuff (like telekinesis) and then class skills to determine what level of effect you can produce with them.

    The Trinity Player's Guide also had a neat system, where you spent successes on improvements to a base range, duration, damage / weight lifted, etc. A telekinetic might be able to lift small items for free all day long, but lifting something heavy or doing something impressive might require an expenditure of some sort, or some personal strain, or a really good die roll.

    I'd prefer if psychic/psionic stuff was weaker than magic, but usable all day long, at a basic level, with an option to push it causing fatigue or personal injury, to make 'nova-ing' a possibility, but not often.

    Heck, the 4e system would probably work better for psionics, with 'at will' powers and some 'per day' powers...


    Gorbacz wrote:


    I'd say "I open anything by Dreamscarred Press". They got their psionics right.

    I will not take anything away from Dreamscarred, but I remember a quote from the PF team saying that they were interesting in tackling Psionics themselves as a development team. I think this means an "official" version of psionics will eventually come from PF, and I would expect it to deviate strongly from Psionics Unleashed. Still, it is great that psionic rules are already out there for players who yearn for it.


    Personally I've never had a problem with psionics in my games. We used the supplement in 2nd edition and in 3rd. Actualyl I seem to recall us using the old 1st edition version in 2nd edition before they released the complete psionist's handbook back in the day.
    Recently though we haven't been using it. And I've been toying with the idea/wondering why the following can't work:

    Why not just take the powers that don't overlap existing spells and form it into another school of magic. This would lose the psionics are different feel I suppose. But that could be recaptured through a new class. Sort of like how the Sorcerer and Oracle are different takes on Wizard and Cleric.


    Im not saying do it exactly like 1st. just the idea of scaleing and not having powers broken into spell levels. people that don't want psionics aside. is there ways you would like to see it implemented. i see some like it feeling like magic which i don't understand. im familiar with the trinity version where psychic was a template. id like to see them work as a basic power that you can enhance and then gain new powers as you level that you can enhance as well it would make every one unique give plenty of room for archtypes and feats specilization and keep the class entertaining.
    you would have one power that would have a bunch of diffrent uses
    then others that had fewer.
    i look at building it similar to feat trees. you have to have this preq to get this power etc.
    as long as its not set up like spells 1-9 powers i don't think it will feel to much like magic. no defenses however should be saves as all things are.

    Liberty's Edge

    I'm not trying to plug this homebrew class, but just as an extremely rough example, this kind of what i figured a psion (specifically a telepath) would kind of look like. Hidden so you don't have to wade through it, essentially the Telekinetic has multiple paths to open his power and as he levels he gets a larger range to grab from, gets a basic force attack, and 1st and every even level goes down the path of mental power mixed with upbringing. I only have the pure telekinetic roughly done (I know it can't be balanced at this point) but in one of the spoiler sections there are quick summaries for other paths including arcane and divine. But this is what I think would be neat, not sure if it's similar to anything.

    Fast overview of power sources (Focuses)

    Spoiler:
    Focus: A Telekinetic has great mental power but to relieve the stress of such power he can choose a focus. A focus is an item that represents both the telekinetic's power, beliefs, and self worth. The focus will assist in shaping the telekinetic's power and abilities.
    Symbol: A tattoo or painted design. Each mark is unique to the telekinetic though many have similarities based on background. A third eye drawn on the forehead, a magic symbol on the palm, or even a painted mark on a bit of clothing. The symbol focuses on raw strength and channeling fervor. As they level they gain the ability to quick bond and extend the range of their CMB with increased damage and throwing range.
    Divine symbol: Using a symbol of faith to show their connection to their faith these telekinetic, through either force of will or divine favor they can create holy energy in their bonded items. Divine symbol users will be able to change bonded items into holy devices and create protections or offenses surrounding their beliefs. At highest level they can make a bonded item a true symbol of belief gifted with divine spell power.
    Spellbook: Occasionally those entering the arcane arts unlock their own inner potential. Such telekinetics still have a connection to the arcane arts and thus mix these abilities. They store a series of bonded items magically in their spellbook as well as spells as a wizard level half of their telekinetic level. They can summon as many bonded items as normally allowed as well as enchant them with known spells. They can spend 8 hours rest to mentally alter their bonded pages with new enchantments to strengthen their bonded items.
    Crystal: Either crystal ball or rough uncut gem from the earth, the structure of the crystal calls to the telekinetic as a form of order in his fluid mind. He is able to focus his mind and gathers a greater number of bonded items and control over them. As his power grows the crystal will share his will power and provide enhanced mental defenses.
    Puppet: Either a lucky doll or toy, this Telekinetic is capable of controlling a number of items as one and as if they were living creature. As they grow in strength they gain the ability to combine larger bits to create a stronger construct or multiple smaller ones using the same items. At highest levels they can use their constructs to straight jacket enemies or enhance allies and their focus will upgrade to the status of familiar.

    Base Mechanics

    Spoiler:
    Bonds: A telekinetic can move items with his mental strength with ease, but as he travels he will come to feel at home with certain items. He may bond with these items to increase their usefulness and ability. A standard bond is any simple inanimate object. Swords, knives, even rocks, or pieces of armor. The telekinetic does not have to be proficient to use the item weather it is an exotic weapon or improvised weapon. For any weapon used the mental nature of wielding it allows the telekinetic proficiency in the weapon but does not allow the use of a double weapon's two weapon attack. Further all weapons are treated as being wielded one handed and use intelligence as opposed to strength for offense. Heavy armors can be used as bludgeoning weapons just as if thrown, light armors cannot. Armors occupying the same square as an ally add half their AC to the ally. Bonded items share the movement and attacks of the telekinetic in any order the telekinetic chooses. One bond is created at level one and a second at level 11. Creating a bond takes a 1hr rest spent with the item.

    Levitate: A Telekinetic can, as a swift action, levitate a single item or 5 pounds of material +1 pound per level of telekinetic. The object must be unattended. From that point it can be thrown or moved as a standard action. Later levels allow levitation of ally or self with fly speed. Range of use is equal to mental range. At 10th level and every 8 levels after the amount of items that can be lifted at one increases by +1, though only one can be thrown at a time and the combined weight must not exceed the maximum. At 18th level the telekinetic can cast levitate on him, as the spell for 1 minute per level, or add 20ft to any creature's jump once per level.

    Mental throw: Anything held by levitate can be thrown, however penalties for improvised weapons still apply due to non-streamlined nature.

    Mental range: The range that a telekinetic can manipulate items and extend his CMB to. 10ft at level and increases 10ft at level 4 and every 4 levels after to a maximum of 50ft.

    Mental Grip: A telekinetic can use his mind rather than his body to hold and manipulate objects. Any combat maneuver, including grapple, sunder, trip, bull rush, disarm, and drag, can be made without physical contact up to the limit of his mental range. Other attempts to manipulate an enemy's person such as sleight of hand can also be used by mental grip. This is full round action. Without the intricacies of hand to hand the mental grip suffers -2 on all CMB but can be boosted by feats as normal and allows no AoO except by adjunct enemies as normal.

    Mental blow: A ranged attack that uses mental power to create a blast of energy. All damage is force based and can travel as far as the mental range allows. Useable 3+int modifier times per day. The blow of force will strike and damage the first thing it comes across like any normal ranged attack.

    1-20 progression using one of the focus

    Spoiler:
    1: mental blow (1d6), bond (1), mental range (10ft), focus
    2: mental grip, focus, levitate (5 lbs)
    3: mental blow (2d6)
    4: focus, mental range (20ft)
    5: mental blow (3d6)
    6: focus
    7: mental blow (4d6)
    8: focus, mental range (30ft)
    9: mental blow (5d6)
    10: focus, levitate (items)
    11: mental blow (6d6), bond (2)
    12: focus, mental range (40ft)
    13: mental blow (7d6)
    14: focus
    15: mental blow (8d6)
    16: focus, mental range (50ft)
    17: mental blow (9d6)
    18: focus, levitate (assist)
    19: mental blow (10d6)
    20: focus

    Focus, in depth:
    Symbol:
    1st: Mark of the psion (+2 saving against compulsion)
    2nd: Enhanced levitate (+1 lbs per level limit to weight)
    4th: Enhance mental grip (decrease penalty to mental grip by 1)
    6th: Weapon focus (throw), mental strength (bonded items are affected as if wield with both hands)
    8th: Enhance mental grip (decrease penalty to mental grip, now 0)
    10th: Mental Throw anything
    12th: Enhance mental grip (increase to +1 CMB)
    14th: Weapon specialization (throw), Mental Shock (instead of a standard mental blow, a 5ft wall of force last for one round directly in front of the Telekinetic, blocking damage equal to a mental blow)
    16th: Enhance mental grip (increase to +2 CMB)
    18th: Levitation Reaction (a loosed item, dropped item, disarmed weapon, or thrown item can be caught and thrown with levitation as an AoO. This includes returning a thrown weapon to an ally)
    20th: Overwhelming Thoughts (The Telekinetic now adds explosive force to his Mental Blows and Mental


    wraithstrike wrote:
    I think the pro psionics crowd often mixes it with mysticism which often viewed as a form of mental magic.

    That's pretty much as I viewed it. 'Psychic' powers were originally conceived of to avoic saying 'magic' in parapsychological circles, after all. They are in effect the same thing.

    ProfessorCirno wrote:

    First, I open my copy of Psionics Unleashed.

    Second, I use Psionics Unleashed.

    Third, I enjoy the psionics rules inside.

    Quote:
    Keep psionics in Supers and Star Wars games where they belong -- if you're not weaving mana or channeling a God's will, it's not epic fantasy.
    Hilariously enough, D&D magic is neither of these - and 3.5 psionics does the weaving just fine. Looks like wizards are going in Star Wars and psionics are here to stay ;)

    QFT on all fronts.

    pobbes wrote:
    Gorbacz wrote:


    I'd say "I open anything by Dreamscarred Press". They got their psionics right.
    I will not take anything away from Dreamscarred, but I remember a quote from the PF team saying that they were interesting in tackling Psionics themselves as a development team. I think this means an "official" version of psionics will eventually come from PF, and I would expect it to deviate strongly from Psionics Unleashed. Still, it is great that psionic rules are already out there for players who yearn for it.

    Indeed, but they probably won't call it psionics if they do, it'll be 'Eastern Magic' or some such. That way the 3.5 psionics lovers can use DSP's Psionics Unleashed, and the haters can ignore it, and everyone is happy.


    gregg carrier I think you are on the right track. I always felt some type of variant of a monk with CHA being the base and flurry type thing at range with "Ki Pool" was the way to handle a psion. Keep plugging and chugging. Can't wait to see the finished product.


    gregg carrier wrote:

    I'm not trying to plug this homebrew class, but just as an extremely rough example, this kind of what i figured a psion (specifically a telepath) would kind of look like. Hidden so you don't have to wade through it, essentially the Telekinetic has multiple paths to open his power and as he levels he gets a larger range to grab from, gets a basic force attack, and 1st and every even level goes down the path of mental power mixed with upbringing. I only have the pure telekinetic roughly done (I know it can't be balanced at this point) but in one of the spoiler sections there are quick summaries for other paths including arcane and divine. But this is what I think would be neat, not sure if it's similar to anything.

    Fast overview of power sources (Focuses)
    ** spoiler omitted **...

    thats kind of what i had in mind. i think what you would do is to allow greater custimization and have other powes apply is just give the generic names like psionic power then psionic enhancement. when you gain powers and then let you choose form a list. i would just have the powers description with the power but thats aesthetics. maybe even allow the choice per level of enhancement or power slot.

    for other class types just lower the enhancements power slot gain and bump up like bab hp or skills for the feel you want.

    Liberty's Edge

    I do like the idea of complete customization. Given I was thinking an actually different class for a transmutation psion or a seer type but there does seem like I can add in variety either by feats or by alteration. Allow maybe total control over the mental blast's shape, feats or abilitiy to off pyro or cyro (fire/ice) instead of force. Like I say there's still a lot to iron out but it's something to take into account.


    random ideas
    1. telepathy
    a mind control
    b read minds
    c forget
    d communication
    e emotion contorl (maybe a seperate one)
    I morale bonuses
    II rage
    III fear
    IV diplomacy checks
    2. mind over body
    a body equilibrium (balance and Feather fall)
    b that thing where you fix your gaze (to avoid stonning)
    c stablization
    3. body mods (based on altering your body with your mind)
    a gross body mods (claws bite etc.)
    b adrenaline boosts (str dex bump^)
    c adaptions to hars enviroment via tougher skin etc.

    just some ideas i would say take an over arching power and work with itby adding more functions to it or getting anotherso i want telepathy but not much of the other stuff so ill grab something new this level etc.


    gregg carrier wrote:
    I do like the idea of complete customization. Given I was thinking an actually different class for a transmutation psion or a seer type but there does seem like I can add in variety either by feats or by alteration. Allow maybe total control over the mental blast's shape, feats or abilitiy to off pyro or cyro (fire/ice) instead of force. Like I say there's still a lot to iron out but it's something to take into account.

    Alright, I am going to say two things, and they are going to sound highly contradictory but I want you to know that they are not. Since this is a case of good news/bad news, let us do bad news first.

    I don't like your class the way it is designed. I wish they was a nicer way to say it, but the only way I know how is to say why. All of this classes abilities is effectively replaced by four magic spells. Those spells do this classes job better, and more efficiently. These spells are mage hand, levitate, animate objects, telekinesis. This class doesn't even have an ability similar to an existing spell telekinetic sphere. Yes, times per day makes a difference, but mental blow isn't used all that often and seems weak compared to an alchemists bombs, and your primary mechanic bonds is basically a less effective and more expensive version of spiritual weapon. So, now, I want to point out these are the things which were earlier poster concerns. Mechanics that are weaker and less robust than magic, and in effect are basically leveling a higher level spell effect and ending weaker than those effects (Telekinesis as a spell can do 9d6 damage for nine rounds for every casting at ninth level when it become available). So, that is the bad news, the good news is I believe you can do better.

    What you have done is what I think needs to be done with psionic powers. Make them class abilities, have them scale outside the magic system, your mechanics need no psionic/magic transparency ruling. These are the traits that would make psionics work in PF. Still you need to do more. A telekeniticist should be the envy of transmutation wizards not a poor facsimile. You need to do a lot more on many levels, too. Pathfinder at this point requires classes to be built with built in options or alternate features. Time and effort will get you there, but I think you are just starting. So, have fun.

    Edit: An unrelated note to the above that is not deserving of its own post, but I think there should be no psion class. Psion should be a term similar to spellcaster, not specific. Each class should house its own mechanics, and not lump class with all those abilities in a hunt and peck method. That is a spellcaster, not a psion.


    I like psionics as they are, but I'd also be interested to see them work like the 3.5 warlock. Unlimited use class features could be an interesting way to do supernatural things that are different from "normal" magic.

    The soulknife would become a more unique class with his own place in the game if he was using that sword to make melee touch attacks dealing d6/2 levels damage. It would also be good fun to have a stand-at-the-back utility caster kind of guy who doesn't run out of oomph.

    Liberty's Edge

    @ Vidmaster, Pobbes

    Thanks for the input, thinking it over with your input I've decided to heavily modify the base idea. I'll post anything worth posting.


    pobbes wrote:
    Gorbacz wrote:


    I'd say "I open anything by Dreamscarred Press". They got their psionics right.
    I will not take anything away from Dreamscarred, but I remember a quote from the PF team saying that they were interesting in tackling Psionics themselves as a development team. I think this means an "official" version of psionics will eventually come from PF, and I would expect it to deviate strongly from Psionics Unleashed. Still, it is great that psionic rules are already out there for players who yearn for it.

    Unfortunately I think it's probably on the long list, but not a priority simply because there is a lot more demand for other books first. Epic rules, for example, is something most groups will be interested in, but I would say less than half of groups would want psionics in their game, perhaps much less.


    Set wrote:

    I kinda like the Complete Psychic's system, from Green Ronin (and reprinted in their Advanced Player's Guide). Feats to know specific types of psychic stuff (like telekinesis) and then class skills to determine what level of effect you can produce with them.

    The Trinity Player's Guide also had a neat system, where you spent successes on improvements to a base range, duration, damage / weight lifted, etc. A telekinetic might be able to lift small items for free all day long, but lifting something heavy or doing something impressive might require an expenditure of some sort, or some personal strain, or a really good die roll.

    I'd prefer if psychic/psionic stuff was weaker than magic, but usable all day long, at a basic level, with an option to push it causing fatigue or personal injury, to make 'nova-ing' a possibility, but not often.

    Essentially, this. Especially the emphasis bolded.


    id kind of like to see psionics first just so they could have epic psionic stuff in epic although i suspose you could just have the epic stuff for psionic in the psionic hmm ok eigther way works


    Dreamscarred Press does a good job of porting over the 3.0/3.5 system to Pathfinder, especially for fans of 3.5 psionics. The problem is that there are a lot of people who are not happy with how 3.0/3.5 handled psionics. What was ment to be portrayed as the third pillar of d20 spellcasting is kinda the red headed stepchild. It doesn't fit in with the rest of D&D 3.5, and Dreamscarred Press's version doesn't fit in with the rest of Pathfinder. It works best as its own thing (that doesn't mean that it isn't mechanically balanced with Pathfinder).

    I do want to see Paizo's take on psionics, and I also think that it will fit in better with the rest of the system.

    Historically (and in the history of fiction), psionics has grown out of mysticism and then became a way to shoohorn magic into scifi (it was one of the earliest Super Sciences). The division between divine, arcane, and psionics is relatively new (like, developed in the last century and a half). D20 separated them into power sources: Divine (from the gods), Arcane (Science of Magic), and Psionics (Power of the mind).

    To be honest, I would rather than psionics work more like ki, and build on that mechanic rather than have it as an alternative spellcasting system.

    Grand Lodge

    Vidmaster wrote:
    How would you want Psionics to work?

    Take all the Enchantment spells away from Arcane spell lists, then take a large number of Divination and even some Illusion spells, add them together to create a list of spells for a Psion Class. Throw in a Mind Blast Class Feature for attack and voila, That's how Psionics should work in D&D.

    No more of this garbage that has been used for the last 30+ years.

    Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / The way you would want psionics to work? All Messageboards

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