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3E psionics ideas?

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pira...@my-deja.com

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Apr 5, 2000, 3:00:00 AM4/5/00
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We were talking about our groups' half-done conversion of the S&P
psionics system into 3E rules, to tide us over until the real 3E
psionics system hits the stores in 2001, and I started to wonder: what
would people want to see in a 3E system?

I'm curious about features they'd want, things they'd want to avoid, and
powers that they think should be included or excluded.

For me, for instance, I long for a fast, intuitive, balanced psionic
combat system. I remember 1st ed psionics, where the game would halt as
everyone dragged out their tables from the DMG..

- Piratecat


Sent via Deja.com http://www.deja.com/
Before you buy.

jbs

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Apr 5, 2000, 3:00:00 AM4/5/00
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First, get rid of the word "psionics." It's too sci-fi. This is
fantasy. Unfortunately, I don't have a good replacement thought up.
:)

Second, make the psionicist balanced with the other classes.

Third, Psi combat rules that make sense (unlike the PO version, where
attacking causes you almost as much damage as getting hit.)

Fourth, Make psi have a psi feel to it. Is it any wonder that people
always get psi and magic confused? TK has a psi feel. Pyrotechnics
has a psi feel. Body Alteration doesn't, IMHO.

jbs

John Peralta

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Apr 5, 2000, 3:00:00 AM4/5/00
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> I'm curious about features they'd want, things they'd want to avoid, and
> powers that they think should be included or excluded.

This is a tough one. I have always loved psi but I have never been able to
say why. I suppose part of it is the idea of being able to go head to head
against a mind flayer or an aboleth or most of the monsters from the lower
planes. I know that many think of psi as cheesy or too sci-fi for them (and
please let's not start that thread over again), but if it's done right I
think it can add a whole new dimension to the game.

Personal tastes aside, let's brainstorm here and see what we want out of 3rd
ed. psionics. At the risk of stating the obvoius psi would need to balance
well with the other classes. No longer should it allow a first level
psionicist to beat the pants out of, say, a 8th level wizard. Power
progression should aproximate that of other classes.

Another thing I'd like to mention is the continous mention of a psionicist
as a psychic. Can we stop this? When I think psychic I think of Woopy (sp?)
Goldberg in the movie Ghost. If cheesy is what we are trying to get away
from can we just call him (or her) a psionicist? Thank you.

As far as powers are concerned I think I have always pictured psionicist a
bit different than most. Sure they have all of these cool powers which allow
them to manipulate their environment (at least to a certain degree). My view
of the class has always been that of a more direct character, one who in
many ways behaves more like a combat mage or fighter than say a thief or a
priest. I see the psionicist in the thick of things, not at the rear of the
party in fear of being hurt. I see him taking monsters down and able to take
more than a couple of hits. In short, a bad ass. Much like a fighter in that
you don't want to mess with him. To a certain degree I believe that all 3rd
ed. classes will be tough in their own way. I just hope the psionicist is as
well.

I enjoyed a recent issue of Dragon where a list of kits were presented
giving the class more flexibility than I thought possible. I don't have the
issue with me but it featured kits that allowed the psionicist to almost
function as a fighter or a mage. This should be possible in 3rd ed. through
the use of feats. In fact, perhaps psionicist should have a list of feats
taylor made for them.

With all my comparisons of the psi to a fighter or a mage you might wonder
why not just play one of those two classes? I don't see the psi as a
replacement or even a copy of either of the two, but more as a complement.
Should the party need a good sword arm the first choice should always be a
fighter. Should the party need magic, the first choice should be the mage
and perhaps a Priest as a good alternate. But should the party be up against
powers of the mind or a superior intellect, that's when you call the
psionicist.

Other notes: Primary stats should be CON, INT, and WIS. Special bonuses to
the "Will" category of saving throws.

Those are my two cents.

John Peralta

Kelly Ross Pedersen

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Apr 5, 2000, 3:00:00 AM4/5/00
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pira...@my-deja.com wrote:

> We were talking about our groups' half-done conversion of the S&P
> psionics system into 3E rules, to tide us over until the real 3E
> psionics system hits the stores in 2001, and I started to wonder: what
> would people want to see in a 3E system?
>

> I'm curious about features they'd want, things they'd want to avoid, and
> powers that they think should be included or excluded.
>

What I would like to see happening is a moving away from the concept of
descrete "powers". I feel that there should be more of a "power tree". The
psionicist picks a fairly simple, broad power, like, for example,
telekinesis, and begins to improve it over time. As the power level of the
power increases, bonus powers related to the initial power become usable. In
our telekinesis case, the psi. might pick up microkinesis or macrokinesis at
a certain level. Then, the psi could choose to keep improving the original
power, gaining more branch powers later on, or they could improve one of the
branch powers, gaining powers that branched off from them, later. I think
the current psi system is too close to the spell system to make it really
feel distinctive.
Another suggestion would be to make the psi's focus in a psionic disipline
more important to the character. Maybe even make it like wizards are now,
with a "generalist" class who can know all psionic powers fairly equally,
and specialists in each disipline, with different ability scores. I know
this contradicts my other suggestion for separating wizards and psi's, but
its the only solution I can think of to make the disiplines more important.

[snip]

--
I teleported home last night
with Ron and Sid and Meg.
Ron stole Meggy's heart away,
and I got Sidney's leg!

The Teleporting Song,
Douglas Adams, The Restaurant at the End of the Universe

Kelly Pedersen, Student, Megalomanic, and aspiring All-knowing Being
Kelly_p...@yahoo.com

Barry Smith

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Apr 5, 2000, 3:00:00 AM4/5/00
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Sheitan wrote:
>
> > First, get rid of the word "psionics." It's too sci-fi. This is
> > fantasy. Unfortunately, I don't have a good replacement thought up.
> > :)
>
> Psychotics?

Cerebrals? Mind Mages? Intellectuals? ;)

--
If you paralyze a Fachan, does it fall over?

Sea Wasp

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Apr 5, 2000, 3:00:00 AM4/5/00
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OPTIMUS PRIME wrote:
>
> Barry Smith <bsm...@premier1.net> wrote:

> : Sheitan wrote:
> :>
> :> > First, get rid of the word "psionics." It's too sci-fi. This is
> :> > fantasy. Unfortunately, I don't have a good replacement thought up.
> :> > :)
> :>
>
> Mentalists, Mindcrafters, Clairvoyants, Psychics?

No, keep the psionics. That's the point.

Psychics use ESP spells. Psionic Talents use the pure powers of the
mind.

--
Sea Wasp http://www.wizvax.net/seawasp/index.html
/^\
;;; _Morgantown: The Jason Wood Chronicles_, at
http://www.hyperbooks.com/catalog/20040.html

Randolpho The Great

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Apr 5, 2000, 3:00:00 AM4/5/00
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pira...@my-deja.com wrote:
>
> We were talking about our groups' half-done conversion of the S&P
> psionics system into 3E rules, to tide us over until the real 3E
> psionics system hits the stores in 2001, and I started to wonder: what
> would people want to see in a 3E system?
>
> I'm curious about features they'd want, things they'd want to avoid, and
> powers that they think should be included or excluded.
>
> For me, for instance, I long for a fast, intuitive, balanced psionic
> combat system. I remember 1st ed psionics, where the game would halt as
> everyone dragged out their tables from the DMG..
>
> - Piratecat
>
> Sent via Deja.com http://www.deja.com/
> Before you buy.

I've got a few ideas already hashed out. Tell me what you think of them!
;p. BTW, there are already some changes that I haven't made yet. Mostly
in the Telepathic Combat area (I'm thinking of recreating the MAC and
MTHACO from PO:S&P, slightly modified)
--
Randolpho

"The trouble with real life is, there's no danger music!"
-- The Cable Guy

I always appreciate thoughts about the Mentalism class. Check out
http://users.multipro.com/honna/mentalism.html
and e-mail me what you think.

Randolpho The Great

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Apr 5, 2000, 3:00:00 AM4/5/00
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Sheitan wrote:

> I personally much prefer psionic effects that change the real world (eg
> telekinesis) than to just psionic combat, since the former involves other
> non-psionic players where the latter will just bore all the other players
> around.
>
> Make the psionicist someone who can still work with a party of non-psionic
> characters, so you don't have to specifically design a campaign around them.
>
> - Sheitan

Working on that. Think I'm on the right track...

Randolpho The Great

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Apr 5, 2000, 3:00:00 AM4/5/00
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Kelly Ross Pedersen wrote:

> What I would like to see happening is a moving away from the concept of
> descrete "powers". I feel that there should be more of a "power tree". The
> psionicist picks a fairly simple, broad power, like, for example,
> telekinesis, and begins to improve it over time. As the power level of the
> power increases, bonus powers related to the initial power become usable. In
> our telekinesis case, the psi. might pick up microkinesis or macrokinesis at
> a certain level. Then, the psi could choose to keep improving the original
> power, gaining more branch powers later on, or they could improve one of the
> branch powers, gaining powers that branched off from them, later. I think
> the current psi system is too close to the spell system to make it really
> feel distinctive.
> Another suggestion would be to make the psi's focus in a psionic disipline
> more important to the character. Maybe even make it like wizards are now,
> with a "generalist" class who can know all psionic powers fairly equally,
> and specialists in each disipline, with different ability scores. I know
> this contradicts my other suggestion for separating wizards and psi's, but
> its the only solution I can think of to make the disiplines more important.

Well, as for moving away from the "spell-like powers" of psi, I hashed
that around a bit, and decided that it would be too open-ended, like
Mage. Not that that's a bad thing, mind you, but not something that will
integrate into D&D 3e. However, as far as your "generalist/specialist"
idea, I think I've hit that nail on the head. Tell me what you think.

Sheitan

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Apr 6, 2000, 3:00:00 AM4/6/00
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> First, get rid of the word "psionics." It's too sci-fi. This is
> fantasy. Unfortunately, I don't have a good replacement thought up.
> :)

Psychotics?

;-)

- Sheitan

Sheitan

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Apr 6, 2000, 3:00:00 AM4/6/00
to

> We were talking about our groups' half-done conversion of the S&P
> psionics system into 3E rules, to tide us over until the real 3E
> psionics system hits the stores in 2001, and I started to wonder: what
> would people want to see in a 3E system?
>
> I'm curious about features they'd want, things they'd want to avoid, and
> powers that they think should be included or excluded.
>
> For me, for instance, I long for a fast, intuitive, balanced psionic
> combat system. I remember 1st ed psionics, where the game would halt as
> everyone dragged out their tables from the DMG..

I personally much prefer psionic effects that change the real world (eg

OPTIMUS PRIME

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Apr 6, 2000, 3:00:00 AM4/6/00
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Barry Smith <bsm...@premier1.net> wrote:
: Sheitan wrote:
:>
:> > First, get rid of the word "psionics." It's too sci-fi. This is

:> > fantasy. Unfortunately, I don't have a good replacement thought up.
:> > :)
:>

Mentalists, Mindcrafters, Clairvoyants, Psychics?

***************************************************************************
Damon Ferris
Computer and Technical Officer
Earle Page College
University Of New England
Armidale NSW 2350. Ph: 0267-735450
***************************************************************************


Nostromo

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Apr 6, 2000, 3:00:00 AM4/6/00
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On Thu, 6 Apr 2000 11:13:09 +1200, "Sheitan" <sheit...@hotmail.com>
wrote:

And in that statement lies the heart of the problem...

The day they create *balanced*, usable, useful, meaningful psionics, is the
day I'll stand up & use them, or allow them in my campaign. The only reason
it even came into existence is munchkinism & someone trying to insert the
X-Files into D&D. It just doesn't fit into a medieval, fantasy atmosphere.
Or if it does in any way, we already have them: they're called Clerics
(Divination, Commune, Heal, True Seeing, etc), or specialty Wizards (e.g.
Greater Diviners, Necromancers & Transmuters).
One *really* has to ask oneself what his or her motivation to have psionics
in D&D is. Me, I'd personally like to see light sabres & blasters in D&D -
I think they'd be sooo cool & it would make all the other characters stand
up & look!
No, if a player of mine wants that sort of a character, I'd tell him to go
away & put together a specialty priest/specialist mage hybrid kit that fits
the bill & uses what's already there & what's *reasonable*.
And for all you psionics-lovers out there - YMMV (your munchkinism may
vary) >:-p *duck*

--
"The measure of (mental) health is flexibility (not comparison to some 'norm'),
the freedom to learn from experience...to be influenced by reasonable arguments...
and the appeal to the emotions...and especially the freedom to cease when sated.
The essence of illness is the freezing of behavior into unalterable and insatiable
patterns." - Lawrence Kubie

Matthew

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Apr 6, 2000, 3:00:00 AM4/6/00
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I can hear you, Nostromo, can you hear me?

>The day they create *balanced*, usable, useful, meaningful psionics,
>is the day I'll stand up & use them, or allow them in my campaign. The
>only reason it even came into existence is munchkinism & someone
>trying to insert the X-Files into D&D. It just doesn't fit into a
>medieval, fantasy atmosphere.

Repeat after me: just because there are no psionics in Tolkien DOESN'T
mean they can never be elements of fantasy rpgs.

>No, if a player of mine wants that sort of a character, I'd tell him
>to go away & put together a specialty priest/specialist mage hybrid
>kit that fits the bill & uses what's already there & what's
>*reasonable*. And for all you psionics-lovers out there - YMMV (your
>munchkinism may vary) >:-p *duck*

Well, since you like playing magic-users so much I can't see why you
are playing this shallow, ill-suited system: just play Ars Magica and
be done with the denial :)

--
Matthew Hickey aka Tiama'at ][ WS/Soc (H) III - Carleton U
matthe...@hotmail.com ][ "Hold On To Nothing
ICQ: 12954569 (Tiama'at) ][ As Fast As You Can" - T.A.

Eric Noah

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Apr 6, 2000, 3:00:00 AM4/6/00
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I want two possibly conflicting things ...

One, a different mechanic that involves an element of risk on the
psionicists part (a chance that it won't work, a chance that it will work
normally, a chance that it will work better than expected, and a chance that
it actually harms the psionicist in some way). I want psionics use to
"taste" different than magic.

And yet I want the mechanic to flow with the rest of the 3E mechanics (based
on a d20 roll plus modifiers, potential victims get saving throws or other
options to avoid being affected, things that disrupt magic also disrupt
psioncs use). The 3E saving throw system is a huge step in that direction.
After all a Will check should work whether it's vs. magic or psionics or
just some guy trying to lie to you. Same thing with Reflex and Fortitude.

Is that so wrong? :)

(PS -- now that I know a little more about the Sorcerer, it's tempting to
base a 3E psionicist on that model. But I'd still want some sort of skill
check to see if it works bad/normal/good...)

Eric Noah


Eric Noah

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Apr 6, 2000, 3:00:00 AM4/6/00
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Cool, looks like an interesting read. BTW, the address you're giving is
pointing to nothing -- the correct address for those who want to read
Randolpho's work is http://users.multipro.com/honna/mentalist.html

Eric

"Randolpho The Great" <randolph...@yahoo.com> wrote in message
news:38EC0E92...@yahoo.com...


> pira...@my-deja.com wrote:
> >
> > We were talking about our groups' half-done conversion of the S&P
> > psionics system into 3E rules, to tide us over until the real 3E
> > psionics system hits the stores in 2001, and I started to wonder: what
> > would people want to see in a 3E system?
> >
> > I'm curious about features they'd want, things they'd want to avoid, and
> > powers that they think should be included or excluded.
> >
> > For me, for instance, I long for a fast, intuitive, balanced psionic
> > combat system. I remember 1st ed psionics, where the game would halt as
> > everyone dragged out their tables from the DMG..
> >

> > - Piratecat
> >
> > Sent via Deja.com http://www.deja.com/
> > Before you buy.
>
> I've got a few ideas already hashed out. Tell me what you think of them!
> ;p. BTW, there are already some changes that I haven't made yet. Mostly
> in the Telepathic Combat area (I'm thinking of recreating the MAC and
> MTHACO from PO:S&P, slightly modified)

Joseph Oberlander

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Apr 6, 2000, 3:00:00 AM4/6/00
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How about just NOT HAVING THEM?

Nah, too logical.

A'koss

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Apr 6, 2000, 3:00:00 AM4/6/00
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<pira...@my-deja.com> wrote in message news:8cg23n$fr3$1...@nnrp1.deja.com...

>
>
> We were talking about our groups' half-done conversion of the S&P
> psionics system into 3E rules, to tide us over until the real 3E
> psionics system hits the stores in 2001, and I started to wonder: what
> would people want to see in a 3E system?
>
> I'm curious about features they'd want, things they'd want to avoid, and
> powers that they think should be included or excluded.
>
> For me, for instance, I long for a fast, intuitive, balanced psionic
> combat system. I remember 1st ed psionics, where the game would halt as
> everyone dragged out their tables from the DMG..

First of all we have to have a better idea as to how the Psionicist should
fit in a medieval fantasy game. Where is the place of the psionicist in
world permeated with magic? If you can answer that then you have a much
clearer idea as to what abilities he should have. The mechanics behind the
powers is an important but secondary concern to this.

Personally, I haven't seen a D&D psionicist version yet that I've liked as
bascially, they are all wizards with Psi combat rules I just can't stand. In
3e, at least I feel I won't have to worry about the mechanics side of
things. (Unless of course a guarding Psi gets in 8 psi attacks to an
approaching Psi's 1... ;) Since there are no real fantasy role models to
base this on, WotC should take the opportunity to create something brand
new. Of course we have to start somewhere - do we look to something like the
Jedi (martial/psi blend)? Tetsuo (unadulterated mental powers)? Scanners
(creative telepathy, less overall destructive psi abilities)? I have some
vague ideas as to what I'd like to see but nothing more...

I *would* like to see more focus to a Psionicist's abilities. Perhaps only
being able to tap into one (or possibly 2 related) aspect(s) of the psionic
disciplines. You are a Telepath or a Telekinetic, not both for instance. I
would also like to see the Psionic abilities ordered in steps. You have to
learn to walk before you can run as it were... If you are a Telepath for
instance, you might have to master reading/tampering other people's emotions
before you start probing/tampering deeper. Basically all powers have
prerequisites.


A'koss!

Asuka Langley-Sohryu

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Apr 6, 2000, 3:00:00 AM4/6/00
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> Cerebrals? Mind Mages? Intellectuals? ;)

dont know about the other two, but a Mind Mage is a Psionicist dressing up
as a Mage ;)


Asuka Langley-Sohryu

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Apr 6, 2000, 3:00:00 AM4/6/00
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> How about just NOT HAVING THEM?
>
> Nah, too logical.

I dare you to go up to a hardcore Dark Sun fan and say that >) (I'll get
the body bag ready)


Asuka Langley-Sohryu

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Apr 6, 2000, 3:00:00 AM4/6/00
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> Another thing I'd like to mention is the continous mention of a
psionicist
> as a psychic. Can we stop this? When I think psychic I think of Woopy
(sp?)
> Goldberg in the movie Ghost. If cheesy is what we are trying to get away
> from can we just call him (or her) a psionicist? Thank you.

here here.

> As far as powers are concerned I think I have always pictured psionicist
a
> bit different than most. Sure they have all of these cool powers which
allow
> them to manipulate their environment (at least to a certain degree). My
view
> of the class has always been that of a more direct character, one who in
> many ways behaves more like a combat mage or fighter than say a thief or
a
> priest. I see the psionicist in the thick of things, not at the rear of
the
> party in fear of being hurt. I see him taking monsters down and able to
take
> more than a couple of hits. In short, a bad ass.

Yeah. Personally if you upgrade a Psionicist's THAC0, hitpoints and whatnot
I'd call them Jedi Knights.


> I enjoyed a recent issue of Dragon where a list of kits were presented
> giving the class more flexibility than I thought possible. I don't have
the
> issue with me but it featured kits that allowed the psionicist to almost
> function as a fighter or a mage.

#255 IIRC

This should be possible in 3rd ed. through
> the use of feats. In fact, perhaps psionicist should have a list of feats
> taylor made for them.

Hell yeah.


> Other notes: Primary stats should be CON, INT, and WIS. Special bonuses
to
> the "Will" category of saving throws.
>
> Those are my two cents.

Agreed

Asuka Langley-Sohryu

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Apr 6, 2000, 3:00:00 AM4/6/00
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> Me, I'd personally like to see light sabres & blasters in D&D -
> I think they'd be sooo cool & it would make all the other characters
stand
> up & look!

It can be done IMHO the dimentional blade spell/power mixed with a
lightning version of flametounge would do the trick, that my idea anyway..


> And for all you psionics-lovers out there - YMMV (your munchkinism may
> vary) >:-p *duck*

[pulls out her lightsabre as 'Duel of the Fates' starts playing]

Asuka Langley-Sohryu

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Apr 6, 2000, 3:00:00 AM4/6/00
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> Well, since you like playing magic-users so much I can't see why you
> are playing this shallow, ill-suited system: just play Ars Magica and
> be done with the denial :)

What's Arse Magica?

Asuka Langley-Sohryu

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Apr 6, 2000, 3:00:00 AM4/6/00
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Eric Noah <eric...@home.com> wrote in article

> One, a different mechanic that involves an element of risk on the
> psionicists part (a chance that it won't work, a chance that it will work
> normally, a chance that it will work better than expected, and a chance
that
> it actually harms the psionicist in some way). I want psionics use to
> "taste" different than magic.

Didnt we get that in the Complete Psionics Handbook with the Psionic Power
Checks?


Asuka Langley-Sohryu

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Apr 6, 2000, 3:00:00 AM4/6/00
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> Of course we have to start somewhere - do we look to something like the
> Jedi (martial/psi blend)?

Yeah! We could have Gnome Psi's who speak in garbled Common! ^-^

Seriously though, I think Jedi are the way to go.

>Tetsuo (unadulterated mental powers)?

Hmmm..... possibly

Scanners
> (creative telepathy, less overall destructive psi abilities)? I have some
> vague ideas as to what I'd like to see but nothing more...

I personally prefer the Psichokinetics disipline....

> I *would* like to see more focus to a Psionicist's abilities. Perhaps
only
> being able to tap into one (or possibly 2 related) aspect(s) of the
psionic
> disciplines. You are a Telepath or a Telekinetic, not both for instance.
I
> would also like to see the Psionic abilities ordered in steps. You have
to
> learn to walk before you can run as it were... If you are a Telepath for
> instance, you might have to master reading/tampering other people's
emotions
> before you start probing/tampering deeper. Basically all powers have
> prerequisites.

I personally think all the disiplines being open, but I agree with the
ordered powers bit.

>

spank...@my-deja.com

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Apr 6, 2000, 3:00:00 AM4/6/00
to

> And in that statement lies the heart of the problem...
>

> The day they create *balanced*, usable, useful, meaningful psionics,
is the
> day I'll stand up & use them, or allow them in my campaign.

Well the rules are pretty good as it is. It's only psionic combat and
the amount of PSPs you get at high levels which is seriously scrood.


> The only reason
> it even came into existence is munchkinism & someone trying to insert
the
> X-Files into D&D. It just doesn't fit into a medieval, fantasy
atmosphere.

> Or if it does in any way, we already have them: they're called Clerics
> (Divination, Commune, Heal, True Seeing, etc), or specialty Wizards
(e.g.
> Greater Diviners, Necromancers & Transmuters).

Really? I have to say that 'strange mystics from another land'
perfectly describes psionics in a campaign - in most campaigns, the
common man does not understand these powers, giving the psionicist a
flavour unlike your common-or-garden mage, especially in magic-rich
worlds. Psionicists also fit in perfectly in oriental campaigns, as
meditation, common in this type of campaign, brings true knowledge of
the self, and could therefore allow access to these powers. Also,
psionics is different to magic in the respect that it relies on
mastering and understanding yourself, not things outside you, like
magic does. You may say that it is a trivial distinction, but the
distinction between between priestly and wizardly magic is just a
matter of being given magical energy or getting it yourself.


> One *really* has to ask oneself what his or her motivation to have
psionics

> in D&D is. Me, I'd personally like to see light sabres & blasters in


D&D -
> I think they'd be sooo cool & it would make all the other characters
stand
> up & look!

Then research a spell which mimics the effects of these weapons, as you
seem to love magic users this much.

> No, if a player of mine wants that sort of a character, I'd tell him
to go
> away & put together a specialty priest/specialist mage hybrid kit
that fits
> the bill & uses what's already there & what's *reasonable*.

Who said what's already there is reasonable? In the complete ******'s
handboooks, kits are extremely overpowered compared to standard
varieties of the class. I dread to think what 'delghts' the players in
your campaigns have come up with taking them as their basis?

> And for all you psionics-lovers out there - YMMV (your munchkinism may
> vary) >:-p *duck*

Psionicists munchkin? With the worst saving throws of any class, awful
THAC0, bad HPs(despite the fact that psychometabolists are often
expected to be front line fighters), powers which, at low levels, are
almost unusable because of bad MTHACO, and at high levels, when MTHACO
has increased to allow powers to function most of the time, they are no
longer effective enough against the creatures you are now facing, and
against the telepathic powers you may have, enemies get a saving throw
EVERY ROUND(see 'closing an open mind' in S&P)? MUNCHKIN??? HOW???

'If you live a lie, you die a liar' - Cerys Matthews, 'Postscript'

Tim Fitzmaurice

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Apr 6, 2000, 3:00:00 AM4/6/00
to
On Wed, 5 Apr 2000, Barry Smith wrote:

> Sheitan wrote:
> >
> > > First, get rid of the word "psionics." It's too sci-fi. This is
> > > fantasy. Unfortunately, I don't have a good replacement thought up.
> > > :)

> > Psychotics?


>
> Cerebrals? Mind Mages? Intellectuals? ;)

Inner Masters, MindMelders?

Always liked psi meself.....

Tim
When playing rugby, its not the winning that counts, but the taking apart
ICQ: 5178568


Seraph

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Apr 6, 2000, 3:00:00 AM4/6/00
to

A'koss <infi...@home.com> wrote in message
news:qmXG4.115156$Dv1.1...@news1.rdc1.bc.home.com...

> I *would* like to see more focus to a Psionicist's abilities. Perhaps
only
> being able to tap into one (or possibly 2 related) aspect(s) of the
psionic
> disciplines. You are a Telepath or a Telekinetic, not both for instance.

I like this - it could work in a similar way to the schools of magic. You
could have -

- Telekenesis
- Telepathy
- Psychometabolism
- Empathy
- Ummmm... someone help me out here. :)

> would also like to see the Psionic abilities ordered in steps. You have to
> learn to walk before you can run as it were... If you are a Telepath for
> instance, you might have to master reading/tampering other people's
emotions
> before you start probing/tampering deeper.

This is another very good idea - and it would prevent the psions from being
'mage-clones'. With each level, the psionic character might get more points
to put into their disciplines, with the higher level ones requiring more
points to master, and also requiring mastery in their lower-level
equivelants. This would let even a dedicated, say... telepath either
specialise in certain disciplines and their follow-ups at higher levels, or
generalise amongst alot of lower-level ones.

~Shirak~

Seraph

Tim Fitzmaurice

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Apr 6, 2000, 3:00:00 AM4/6/00
to
On Wed, 5 Apr 2000, John Peralta wrote:

> Personal tastes aside, let's brainstorm here and see what we want out of 3rd
> ed. psionics. At the risk of stating the obvoius psi would need to balance
> well with the other classes. No longer should it allow a first level
> psionicist to beat the pants out of, say, a 8th level wizard. Power
> progression should aproximate that of other classes.

Is third ed going to fix all the variable class progression? Like the ol
Wizards are more worthwhile as they get higher argument? If it doesn't
address that then so long as the Psi as a class moves in a steady fashion
then the odd overpowered at first level skills will drop down (not that
I've seen many), or a quick fix in the minimum level department.

Maybe we are looking for an over haul of the skills themselves as opposed
to the class structure.

Allister Huggins

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Apr 6, 2000, 3:00:00 AM4/6/00
to
Tim Fitzmaurice wrote:
>
> On Wed, 5 Apr 2000, Barry Smith wrote:
>
> > Sheitan wrote:
> > >
> > > > First, get rid of the word "psionics." It's too sci-fi. This is
> > > > fantasy. Unfortunately, I don't have a good replacement thought up.
> > > > :)
> > > Psychotics?
> >
> > Cerebrals? Mind Mages? Intellectuals? ;)
>
> Inner Masters, MindMelders?
>
Why not the Alternity term? Mindwalkers.

Allister H.

Assaf Stone

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Apr 6, 2000, 3:00:00 AM4/6/00
to
On Wed, 05 Apr 2000 17:08:00 -0700, Barry Smith <bsm...@premier1.net> wrote:

>Sheitan wrote:
>>
>> > First, get rid of the word "psionics." It's too sci-fi. This is
>> > fantasy. Unfortunately, I don't have a good replacement thought up.
>> > :)
>>
>> Psychotics?
>
>Cerebrals? Mind Mages? Intellectuals? ;)

Mentalists are obvious, Mystics for another. Mind-Bender is a derogatory
word used. Sorcery is another. Wtichcraft, though that is a bit 'off'.

---
If At first you don't succeed,
SUCK HARDER!!!

Assaf Stone

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Apr 6, 2000, 3:00:00 AM4/6/00
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On 6 Apr 2000 01:13:12 GMT, OPTIMUS PRIME <dfe...@metz.une.edu.au> wrote:

>Barry Smith <bsm...@premier1.net> wrote:
>: Sheitan wrote:
>:>
>:> > First, get rid of the word "psionics." It's too sci-fi. This is
>:> > fantasy. Unfortunately, I don't have a good replacement thought up.
>:> > :)

>:>
>
>Mentalists, Mindcrafters, Clairvoyants, Psychics?

Add Seers.

Tim Fitzmaurice

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Apr 6, 2000, 3:00:00 AM4/6/00
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On Thu, 6 Apr 2000, Allister Huggins wrote:

> Why not the Alternity term? Mindwalkers.

SOunds good, didn't know it exists, and it covers what I was trying to
suggest.

Tuatha dé Danaan

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Apr 6, 2000, 3:00:00 AM4/6/00
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As...@NERV.com (Asuka Langley-Sohryu) wrote in
<01bf9fa9$9b582dc0$c2f537cb@authoriu>:

Was that a pun attempt? *grin*

if you're serious (or for those who care), it was a system majorly meant
for mages..you either played a mage, or their helper (which was
everything else)...was set in EARTH around 1100~1200 (so yes Boys and
girls, we use HISTORICAL facts when playing ;p ) and has a extrememly
kewl system of magic..ritual, formulaic and spontaneous, and also school
of magic that made sense..

it also degenerated severely in ours when half the party wanted to take
time off for research, the non-mages didn't want to waste time aging, but
the mages didn't want to play other character in the mean-time, but time
lapse till reaserch was done. Personally, since i had some twilight
points and couple affinities, and only used spontaneous magic, i just
wanted to adventure...so it bogged down.

then Ars Magica was replaced by Mage from WhiteWolf (almost identical
rules, but some probs fixed, plus cleaner system, time frame moved to
current day, and concept of paradox introduced).

i still love Ars Magica, and our lil mage cloister 'Luna Infercier"
(sp?? been a while)...the fun of a Fey node point under your home ;-)

Matthew

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Apr 6, 2000, 3:00:00 AM4/6/00
to
I can hear you, Asuka Langley-Sohryu, can you hear me?

>> Well, since you like playing magic-users so much I can't see why you
>> are playing this shallow, ill-suited system: just play Ars Magica and
>> be done with the denial :)
>
>What's Arse Magica?

Arse Magica would be Elminstrer's ass. Ars Magica (lat. 'Art of Magic'
or 'Magical Arts') is a magic-user based roleplaying game currently
owned by ... Atlas Games? It is set in mythic Europe but is easily
portable to fantasy world of your choice. Since it is assumed that each
player plays a mage there is no attempt to limit magic-users in terms of
"game balance". In development terms it is the precursor to the
Storyteller game system.

Eric Noah

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Apr 6, 2000, 3:00:00 AM4/6/00
to
Yes. Yes we did. My players liked that element of risk. And it was a real
risk. During the final battle of one Planescape campaign, poor psionicist
failed to activate an important power about 5 times in a row. She was
slaughtered. Fortunately, so was nearly everyone else. Best night of
gaming I've ever had -- we still talk about it... But that's another story.

Eric

"Asuka Langley-Sohryu" <As...@NERV.com> wrote in message
news:01bf9fa9$cc631c40$c2f537cb@authoriu...

resi...@my-deja.com

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Apr 6, 2000, 3:00:00 AM4/6/00
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In article <8F0E63542...@142.77.1.194>,

Daoine...@SoftHome.net (Tuatha dé Danaan) wrote:
> As...@NERV.com (Asuka Langley-Sohryu) wrote in
> <01bf9fa9$9b582dc0$c2f537cb@authoriu>:
>
> >
> >> Well, since you like playing magic-users so much I can't see why
you
> >> are playing this shallow, ill-suited system: just play Ars Magica
and
> >> be done with the denial :)
> >
> >What's Arse Magica?
> >
>
> Was that a pun attempt? *grin*
>
> if you're serious (or for those who care), it was a system majorly
meant
> for mages..you either played a mage, or their helper (which was
> everything else)...was set in EARTH around 1100~1200 (so yes Boys and
> girls, we use HISTORICAL facts when playing ;p ) and has a extrememly
> kewl system of magic..ritual, formulaic and spontaneous, and also
school
> of magic that made sense..

Was that the game that WOTC produced before they dumped it to
concentrate soley on CCG's, before they decided to buy TSR?

Michael Walsh

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Apr 6, 2000, 3:00:00 AM4/6/00
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Actually, Psionics (The art of the Mind Mage) works quite well in a Campaign
World designed around them. Like all other AD&D rules they can be min/maxed
to the point of absurdity. So Disentegrate is very hard for Mind mages to
discover in my world. On the other hand, your average fireball/magic missle
wielding mage is perfectly acceptable?

All aspects of AD&D can lead to munchkinism in the wrong hands if the GM
allows it. Just because you can't figure out a way to incorporate psionics
into your campaign world without ruining the balance of things does not mean
it is impossible.

Imagine a campaign world in which Elementalists (mages) are persecuted and
Clerical magic is rare and unreliable. Where the Order of Mind Mages is a
powerful influence and protector of the factionalized human society against
the rampaging evil of the twisted and vile Elves.....

Michael Walsh
http://www.users.uswest.net/~mnwalsh

Nostromo <nost...@spamfree.net.au> wrote in message
news:8l2oes8sbcicslt2p...@4ax.com...

>
> The day they create *balanced*, usable, useful, meaningful psionics, is
the

> day I'll stand up & use them, or allow them in my campaign. The only


reason
> it even came into existence is munchkinism & someone trying to insert the
> X-Files into D&D. It just doesn't fit into a medieval, fantasy atmosphere.
> Or if it does in any way, we already have them: they're called Clerics
> (Divination, Commune, Heal, True Seeing, etc), or specialty Wizards (e.g.
> Greater Diviners, Necromancers & Transmuters).

> One *really* has to ask oneself what his or her motivation to have
psionics
> in D&D is. Me, I'd personally like to see light sabres & blasters in D&D -
> I think they'd be sooo cool & it would make all the other characters stand
> up & look!

> No, if a player of mine wants that sort of a character, I'd tell him to go
> away & put together a specialty priest/specialist mage hybrid kit that
fits
> the bill & uses what's already there & what's *reasonable*.

> And for all you psionics-lovers out there - YMMV (your munchkinism may
> vary) >:-p *duck*
>

Matthew

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Apr 6, 2000, 3:00:00 AM4/6/00
to
I can hear you, , can you hear me?

>> >What's Arse Magica?
>> >
>>
>> Was that a pun attempt? *grin*
>>
>> if you're serious (or for those who care), it was a system majorly
>meant
>> for mages..you either played a mage, or their helper (which was
>> everything else)...was set in EARTH around 1100~1200 (so yes Boys
>> and girls, we use HISTORICAL facts when playing ;p ) and has a
>> extrememly kewl system of magic..ritual, formulaic and spontaneous,
>> and also
>school
>> of magic that made sense..
>
>Was that the game that WOTC produced before they dumped it to
>concentrate soley on CCG's, before they decided to buy TSR?

Yes, and it is now being produced by Atlas (I think that's the name of
the company), in its Fourth Edition, and still looks good (I only have
the 3rd edition put out by White Wolf so I can't say how 4th plays).

Elocutu...@hotmail.com

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Apr 6, 2000, 3:00:00 AM4/6/00
to
In article <38eda58...@newst.excelonline.com>,

j...@excelonline.com (jbs) wrote:
> First, get rid of the word "psionics." It's too sci-fi. This is
> fantasy. Unfortunately, I don't have a good replacement thought up.
> :)

Mentalist?

--E*Borg

pira...@my-deja.com

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Apr 6, 2000, 3:00:00 AM4/6/00
to
In article <38ec6ed1@grissom>,

"Seraph" <Ser...@powerup.com.au> wrote:
>
> I like this - it could work in a similar way to the schools of magic.
You
> could have -
>
> - Telekenesis
> - Telepathy
> - Psychometabolism
> - Empathy
> - Ummmm... someone help me out here. :)
>

Well, you know that the original 2nd ed. psionics system was
interpolated straight out of the books by Julian May. They're worth
reading if you haven't - The first set is The Many-Colored Land, the
Adversary, and The Golden Torc, and the last set is Jack the Bodiless,
Diamond Mask, and Magnificat; I believe there's a third set in there as
well, but I forget the titles. These were the first books I saw to
categorize psionic abilities into "schools" or "disciplines", and the
early 2nd ed. D&D psi authors clearly used them as inspiration.

Piratecat

A'koss

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Apr 6, 2000, 3:00:00 AM4/6/00
to

"Seraph" <Ser...@powerup.com.au> wrote in message news:38ec6ed1@grissom...

>
> A'koss <infi...@home.com> wrote in message
> news:qmXG4.115156$Dv1.1...@news1.rdc1.bc.home.com...
> > I *would* like to see more focus to a Psionicist's abilities. Perhaps
> only
> > being able to tap into one (or possibly 2 related) aspect(s) of the
> psionic
> > disciplines. You are a Telepath or a Telekinetic, not both for instance.
>
> I like this - it could work in a similar way to the schools of magic. You
> could have -
>
> - Telekenesis
> - Telepathy
> - Psychometabolism
> - Empathy
> - Ummmm... someone help me out here. :)

Empathy would be rolled into Telelpathy I think. Empathy
(sensing/manipulating emotions) would be the first step for at budding full
Telelpath (sensing/manipulating thoughts). Kinda like peeling a orange... ;)
What are the other ones again, Psychoportive? ...

> > would also like to see the Psionic abilities ordered in steps. You have
to
> > learn to walk before you can run as it were... If you are a Telepath for
> > instance, you might have to master reading/tampering other people's
> emotions
> > before you start probing/tampering deeper.
>
> This is another very good idea - and it would prevent the psions from
being
> 'mage-clones'. With each level, the psionic character might get more
points
> to put into their disciplines, with the higher level ones requiring more
> points to master, and also requiring mastery in their lower-level
> equivelants. This would let even a dedicated, say... telepath either
> specialise in certain disciplines and their follow-ups at higher levels,
or
> generalise amongst alot of lower-level ones.

Precisely.


A'koss!

PJS

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Apr 6, 2000, 3:00:00 AM4/6/00
to
Nostromo wrote in message <8l2oes8sbcicslt2p...@4ax.com>...
>On Thu, 6 Apr 2000 11:13:09 +1200, "Sheitan" <sheit...@hotmail.com>
>wrote:

>
>>
>>> We were talking about our groups' half-done conversion of the S&P
>>> psionics system into 3E rules, to tide us over until the real 3E
>>> psionics system hits the stores in 2001, and I started to wonder: what
>>> would people want to see in a 3E system?
>>>
>>> I'm curious about features they'd want, things they'd want to avoid, and
>>> powers that they think should be included or excluded.
>>>
>>> For me, for instance, I long for a fast, intuitive, balanced psionic
>>> combat system. I remember 1st ed psionics, where the game would halt as
>>> everyone dragged out their tables from the DMG..
>>
>>I personally much prefer psionic effects that change the real world (eg
>>telekinesis) than to just psionic combat, since the former involves other
>>non-psionic players where the latter will just bore all the other players
>>around.
>>
>>Make the psionicist someone who can still work with a party of non-psionic
>>characters, so you don't have to specifically design a campaign around
them.

>And in that statement lies the heart of the problem...
>
>The day they create *balanced*, usable, useful, meaningful psionics, is the
>day I'll stand up & use them, or allow them in my campaign. The only reason
>it even came into existence is munchkinism & someone trying to insert the
>X-Files into D&D.
-----------
Well, hardly X-Files, since the Psionics rules appeared in the DMG and PHB
about 15 years before the X-Files' first script was on any producer's table,
but I agree that it does smack too much of sci-fi intruding where it doesn't
belong - and it does tend toward overpowering characters because of lucky
die rolls.
-----------

>It just doesn't fit into a medieval, fantasy atmosphere.
>Or if it does in any way, we already have them: they're called Clerics
>(Divination, Commune, Heal, True Seeing, etc), or specialty Wizards (e.g.
>Greater Diviners, Necromancers & Transmuters).
-----------
I agree that if you have magic, you shouldn't separate "psi" from it and
include psionics as well. Unless it's a superheroes game . . .

--
Will the last person to be eaten
by the Fnord please turn the light out?


PJS

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Apr 6, 2000, 3:00:00 AM4/6/00
to
Matthew wrote in message <8F0DF422...@news-server.carleton.ca>...
>I can hear you, Nostromo, can you hear me?

>>The day they create *balanced*, usable, useful, meaningful psionics,
>>is the day I'll stand up & use them, or allow them in my campaign. The
>>only reason it even came into existence is munchkinism & someone
>>trying to insert the X-Files into D&D. It just doesn't fit into a
>>medieval, fantasy atmosphere.
>
>Repeat after me: just because there are no psionics in Tolkien DOESN'T
>mean they can never be elements of fantasy rpgs.
-----------
No: it goes beyond that (and you could argue that there are psionics in
Tolkien if you really wanted to...) Psionics is an entirely modern concept -
it means that the supernatural is being investigated in the light of what is
known of physics and psychology. In a milieu where this doesn't happen, what
a modern parapsychologist would call "psi" would be "magic" to a mediaeval
sage - you shouldn't have both.

(re)flex

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Apr 6, 2000, 3:00:00 AM4/6/00
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Eric Noah wrote in message <7jUG4.22722$Y4.5...@news1.rdc1.il.home.com>...
>I want two possibly conflicting things ...

>
>One, a different mechanic that involves an element of risk on the
>psionicists part (a chance that it won't work, a chance that it will work
>normally, a chance that it will work better than expected, and a chance
that
>it actually harms the psionicist in some way). I want psionics use to
>"taste" different than magic.
>
>And yet I want the mechanic to flow with the rest of the 3E mechanics
(based
>on a d20 roll plus modifiers, potential victims get saving throws or other
>options to avoid being affected, things that disrupt magic also disrupt
>psioncs use).

Should be quite easy- Just set 'DCs' for the various powers. As usual in 3E,
higher would be better, and as the psionicist increases in level, his bonus
would increase. For example, the DC for 'Body Equilibrium' could be 15, and
due to high wisdom, the psionicist could get a bonus of +2 to his roll
against it. Being 2nd level adds another +2, so the Psionicist succeeds on
an 11 or better. I don't think Dispel Magic should be effective against
psionics, but obviously the new definition of what falls under the umbrella
of what 'anti-magic' affects (damn near everything) would include psi.
Obviously if the Psionicist has to make skill checks to succeed at using a
power, he should be given some latitude (as compared to mages and cleric,
who need make no checks) in other areas. The Psionicists closest corollary
would be the Sorceror under 3E rules. In fact, with the new expanded
definition of Charisma, that attribute may be key for Psionicists as well.

[Sorcerors cast spells innately, through force of will, not rote. They don't
have spellbooks, and they don't need to choose which spells they have
prepared- They have a certain number of spells they can cast per day, just
like mages, but Sorcerors can cast any spell they know on the fly. They can
also cast more spells per day. However, they start out only knowing 2
spells, and their spell progression in terms of gaining access to higher
level spells is much slower. They can't learn spells like mages either
(through reading them in a spellbook or scribing them from a scroll). Their
class attribute is Charisma, as that trait now evidently measures force of
personality as well as appeal. Sounds tenuous, but I'm in favor of seeing
some of the attribute duties distributed more among the various stats, so
I'm pleased with it regardless.]


PJS

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Apr 6, 2000, 3:00:00 AM4/6/00
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OPTIMUS PRIME wrote in message <8cgob8$9dl$1...@gruvel.une.edu.au>...
>Barry Smith <bsm...@premier1.net> wrote:

>: Sheitan wrote:
>:>
>:> > First, get rid of the word "psionics." It's too sci-fi. This is
>:> > fantasy. Unfortunately, I don't have a good replacement thought up.
>:> > :)
>:>
>
>Mentalists, Mindcrafters, Clairvoyants, Psychics?
-----------
Clairvoyants and Psychics imply some sort of divination or ESP type of
thing; DnD Psionicists, however are people who do things like melting metal
and teleporting - it's more in keeping with comic book superheroes.

Randolpho The Great

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Apr 6, 2000, 3:00:00 AM4/6/00
to
Eric Noah wrote:
>
> Cool, looks like an interesting read. BTW, the address you're giving is
> pointing to nothing -- the correct address for those who want to read
> Randolpho's work is http://users.multipro.com/honna/mentalist.html
>

Holy Jeesh!! I'm super dumb!!! Time to fix my .sig...
--
Randolpho

"The trouble with real life is, there's no danger music!"
-- The Cable Guy

I always appreciate thoughts about the Mentalism class. Check out
http://users.multipro.com/honna/mentalist.html
and e-mail me what you think.

Randolpho The Great

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Apr 6, 2000, 3:00:00 AM4/6/00
to
Eric Noah wrote:
>
> I want two possibly conflicting things ...
>
> One, a different mechanic that involves an element of risk on the
> psionicists part (a chance that it won't work, a chance that it will work
> normally, a chance that it will work better than expected, and a chance that
> it actually harms the psionicist in some way). I want psionics use to
> "taste" different than magic.

The 20/powerscore rule from 2e PsiHB was the one major thing that I
disliked about psionics in 2e. However, if someone wanted this extra
element of risk--having to make a check to use one is already a risk,
AFAIAC, considering what can go wrong in combat--you could easily go
with a 1/20 critical fumble, critical success rule. Perhaps rolling a
natural 20 might double the effectiveness of a given power, while
rolling a one could cause the power to rebound. I don't like the rule,
but it could be done, as an option...

> And yet I want the mechanic to flow with the rest of the 3E mechanics (based
> on a d20 roll plus modifiers, potential victims get saving throws or other
> options to avoid being affected, things that disrupt magic also disrupt

> psioncs use). The 3E saving throw system is a huge step in that direction.
> After all a Will check should work whether it's vs. magic or psionics or
> just some guy trying to lie to you. Same thing with Reflex and Fortitude.
>
> Is that so wrong? :)

No, it's not. That's always been my intent.

> (PS -- now that I know a little more about the Sorcerer, it's tempting to
> base a 3E psionicist on that model. But I'd still want some sort of skill
> check to see if it works bad/normal/good...)

I actually thought the Sorcerer was designed to replace the psionicist,
when I first heard of it. It could still be done that way, just create a
"psionic spell list" and base it off the Sorcerer.
--
Randolpho

"The trouble with real life is, there's no danger music!"
-- The Cable Guy

I always appreciate thoughts about the Mentalist class. Check out

Azrael

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Apr 7, 2000, 3:00:00 AM4/7/00
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jbs <j...@excelonline.com> wrote in message
news:38eda58...@newst.excelonline.com...

> First, get rid of the word "psionics." It's too sci-fi. This is
> fantasy. Unfortunately, I don't have a good replacement thought up.
> :)

Neuromancer. No wait..that's even more sci-fi isn't it? ;)


Staffan Johansson

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Apr 7, 2000, 3:00:00 AM4/7/00
to
Matthew wrote:

[about Ars Magica]


> "game balance". In development terms it is the precursor to the
> Storyteller game system.

And it's a far better game, probably because the stupidity of Mark
Rein-dot-Hagen was tempered by the genius of Jonathan Tweet.
--
Staffan Johansson (bal...@crosswinds.net)
http://www.crosswinds.net/~baloosj
"Real stupidity beats artificial intelligence every time."
-- Terry Pratchett, Hogfather

Asuka Langley-Sohryu

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Apr 7, 2000, 3:00:00 AM4/7/00
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> Why not the Alternity term? Mindwalkers.

I can live with that

Asuka Langley-Sohryu

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Apr 7, 2000, 3:00:00 AM4/7/00
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> Was that a pun attempt? *grin*

Yes, but I was semi-serious ;)

> if you're serious (or for those who care), it was a system majorly meant
> for mages..you either played a mage, or their helper (which was
> everything else)...was set in EARTH around 1100~1200 (so yes Boys and
> girls, we use HISTORICAL facts when playing ;p ) and has a extrememly
> kewl system of magic..ritual, formulaic and spontaneous, and also school
> of magic that made sense..

'k thanks

Asuka Langley-Sohryu

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Apr 7, 2000, 3:00:00 AM4/7/00
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> Yes. Yes we did. My players liked that element of risk. And it was a
real
> risk. During the final battle of one Planescape campaign, poor
psionicist
> failed to activate an important power about 5 times in a row. She was
> slaughtered. Fortunately, so was nearly everyone else. Best night of
> gaming I've ever had -- we still talk about it... But that's another
story.

<wince> I remember a game session like that... Alison Silverflame (my 5th
level psi character) could do nothing right because of my die rolls it
would have been funny if we wernt in a save-the-whole-friggin-world game ;)


Azrael

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Apr 7, 2000, 3:00:00 AM4/7/00
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Elwin

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Apr 7, 2000, 3:00:00 AM4/7/00
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>First, get rid of the word "psionics." It's too sci-fi. This
>is fantasy. Unfortunately, I don't have a good replacement
>thought up.

My personal favorite is 'Wierds'. It has kind of an Andre Norton
fantasy feel to it and it fits the psionic persona.

>Second, make the psionicist balanced with the other classes.

The new 3e 'Sorcerer' class sounds like it fits this category.
Fewer powers but they are useable more frequently.


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Yellow Dreamer

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Apr 7, 2000, 3:00:00 AM4/7/00
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On Thu, 06 Apr 2000 07:51:50 GMT, "A'koss" <infi...@home.com> wrote:

> I *would* like to see more focus to a Psionicist's abilities. Perhaps only
>being able to tap into one (or possibly 2 related) aspect(s) of the psionic
>disciplines. You are a Telepath or a Telekinetic, not both for instance. I

>would also like to see the Psionic abilities ordered in steps. You have to
>learn to walk before you can run as it were... If you are a Telepath for
>instance, you might have to master reading/tampering other people's emotions

>before you start probing/tampering deeper. Basically all powers have
>prerequisites.

Great concept! But I wouldn't force a psionicist to take up a single
focus, but alllow him to pick any power he chooses to. Because on the
ownside this hinders his advancement into the higher levels of the
various pyramids of power (everything has a prerequisite) of the
various groups. Various paths within the groups come to mind.

--
Yellow Dreamer

Randolpho The Great

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Apr 7, 2000, 3:00:00 AM4/7/00
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I think I've got a good start to that. Check out
http://users.multipro.com/honna/mentalist.html
and tell me what you think.

Sheitan

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Apr 8, 2000, 3:00:00 AM4/8/00
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> Is third ed going to fix all the variable class progression?

All classes advance at the same rate: 1000 for 2nd level + 2000 for 3rd +
3000 for 4th etc. Classes are rebalanced to make this work.

<snip>

> Maybe we are looking for an over haul of the skills themselves as opposed
> to the class structure.

Thats in there too.

- Sheitan

Kodiak

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Apr 9, 2000, 3:00:00 AM4/9/00
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In article <aUOG4.4521$Vb6.1...@newsread2.prod.itd.earthlink.net>, "John Peralta" <john...@earthlink.net> wrote:
> As far as powers are concerned I think I have always pictured psionicist a
> bit different than most. Sure they have all of these cool powers which allow
> them to manipulate their environment (at least to a certain degree). My view
> of the class has always been that of a more direct character, one who in
> many ways behaves more like a combat mage or fighter than say a thief or a
> priest. I see the psionicist in the thick of things, not at the rear of the
> party in fear of being hurt. I see him taking monsters down and able to take
> more than a couple of hits. In short, a bad ass. Much like a fighter in that
> you don't want to mess with him. To a certain degree I believe that all 3rd
> ed. classes will be tough in their own way. I just hope the psionicist is as
> well.

Jedi Knights will be covered in WotC's Star Wars suppliments. ;)


-----

Kodiak

Kodiak

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Apr 9, 2000, 3:00:00 AM4/9/00
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In article <8l2oes8sbcicslt2p...@4ax.com>, Nostromo <nost...@spamfree.net.au> wrote:
> The day they create *balanced*, usable, useful, meaningful psionics, is the
> day I'll stand up & use them, or allow them in my campaign. The only reason
> it even came into existence is munchkinism & someone trying to insert the
> X-Files into D&D. It just doesn't fit into a medieval, fantasy atmosphere.

Actually, X-Flies and it's resultant "paranormal" craze came well after the
inclusion of psionics in AD&D.

> Or if it does in any way, we already have them: they're called Clerics
> (Divination, Commune, Heal, True Seeing, etc), or specialty Wizards (e.g.
> Greater Diviners, Necromancers & Transmuters).

> One *really* has to ask oneself what his or her motivation to have psionics
> in D&D is. Me, I'd personally like to see light sabres & blasters in D&D -
> I think they'd be sooo cool & it would make all the other characters stand
> up & look!

So, Raistlin vs. Emperor Palpatine... who would win?

> No, if a player of mine wants that sort of a character, I'd tell him to go
> away & put together a specialty priest/specialist mage hybrid kit that fits
> the bill & uses what's already there & what's *reasonable*.
> And for all you psionics-lovers out there - YMMV (your munchkinism may
> vary) >:-p *duck*
>

Actually, I kind of like the *concept* of Psionics, though I'm more likely to
make its practitioners "monks" or some other form of rare mystic from "a land
beyond the sea" or some other such plot device.

What I dislike is the *name* "Psionics." If you named it just "Mind Magic" or
"Mysticism" or whatever, people wouldn't have this big "Holy shit, it's
Christopher Walken!" hootinany.

The name "psionics" seems to connotate modern "psi" stuff (e.g. Christopher
Walken), with it's modern meaning of a psionisist as someone who looks at you
and mysteriously blinks while your either thrown into a wall or your head is
introduced to the power of "blowshituppus"

Basically, I think if people could just re-term things in their mind, and
forget the weird photos in the old early-90s Psionics Handbook, then maybe
mind magic wouldn't be so lambasted.


-----

Kodiak

Asuka Langley-Sohryu

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Apr 10, 2000, 3:00:00 AM4/10/00
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> Jedi Knights will be covered in WotC's Star Wars suppliments. ;)

say what?

Sea Wasp

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Apr 10, 2000, 3:00:00 AM4/10/00
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Asuka Langley-Sohryu wrote:
>
> > Jedi Knights will be covered in WotC's Star Wars suppliments. ;)
>
> say what?
>

WotC has the rights to do the Star Wars RPG, since Lucas declined to
renew West End Game's license and went looking for someone else. WotC
has said that they will be using the basic D20 mechanics for their
version of Star Wars.

So it may be fairly easy, depending on how many variations on the D&D
system they throw in, to convert, say, Jedi over to D&D3.

--
Sea Wasp http://www.wizvax.net/seawasp/index.html
/^\
;;; _Morgantown: The Jason Wood Chronicles_, at
http://www.hyperbooks.com/catalog/20040.html

Staffan Johansson

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Apr 10, 2000, 3:00:00 AM4/10/00
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Sea Wasp wrote:
>
> WotC has the rights to do the Star Wars RPG, since Lucas declined to
> renew West End Game's license and went looking for someone else. WotC
> has said that they will be using the basic D20 mechanics for their
> version of Star Wars.

Nitpick: The Star Wars license reverted to Lucas when WEG went bankrupt.
They did have some trouble getting it renewed before that, however,
mainly because it costs Lucasfilm more to approve a Star Wars RPG
supplement than it costs them to approve a Star Wars lunchbox - IIRC,
WEG ended up paying the salary of the guy assigned to checking their
stuff in addition to the license fee.

Michael Scott Brown

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Apr 11, 2000, 3:00:00 AM4/11/00
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Sea Wasp <sea...@wizvax.net> wrote in message
news:38F1B2...@wizvax.net...

> WotC has the rights to do the Star Wars RPG, since Lucas declined to
> renew West End Game's license and went looking for someone else. WotC
> has said that they will be using the basic D20 mechanics for their
> version of Star Wars.

Do you know anything as to when this prouct might manifest?

-Michael


Travis S. Casey

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Apr 11, 2000, 3:00:00 AM4/11/00
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Michael Scott Brown <The_Z...@msn.com> wrote:
>Sea Wasp <sea...@wizvax.net> wrote:

>> WotC has the rights to do the Star Wars RPG, since Lucas declined to
>> renew West End Game's license and went looking for someone else. WotC
>> has said that they will be using the basic D20 mechanics for their
>> version of Star Wars.
>
> Do you know anything as to when this prouct might manifest?

WotC has announced the "Star Wars Episode I Adventure Game" boxed set for
October, and the "Star Wars Roleplaying Game" for November. You can go
to:

http://www.wizards.com/catalog/welcome.asp

to see their upcoming catalog.

--
|\ _,,,---,,_ Travis S. Casey <efi...@io.com>
ZZzz /,`.-'`' -. ;-;;,_ No one agrees with me. Not even me.
|,4- ) )-,_..;\ ( `'-'
'---''(_/--' `-'\_)

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