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5 years ago ::
Apr 24, 2008 - 1:01PM
#41
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You're drifting pretty close to flaming/trolling right there, you know. You hit the big button named "Anime" too. Oh, and as for aliens/lasers/spaceships, I'll guide you to module S3 from 1st Edition AD&D. I'll give you three guesses as to what it is, and the first two don't count.
Yeah, many of the pro-psionics crowd are fanatics. But, uh... isn't that true of just about any crowd? The majority of us are just sick and tired of the crap that passes as "psionics discussions." They're just a mish-mash of misinformation, out-right flaming, and knee-jerk reactions. Yeah, the psionics community is a minority, but we're a proud minority. With 3.5, we have a system that works wonderfully, but everyone else assigns it the baggage of three older editions. It's completely unnecessary, and just lowers the "public" opinion of the system. You must be one of those aforementioned fanatics...that's the only possible reason you could be getting so worked up over this crap.
Well if you want to start an anti/pro psionics debate, go ahead and trot out your best argument how psionics is balanced and about how "it is too fantasy!" and I'll simply remind you about how despite these arguments, psionics are still not allowed at the majority of game tables.
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5 years ago ::
Apr 24, 2008 - 1:55PM
#42
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Date Joined:
Jan 28, 2004
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You must be one of those aforementioned fanatics...that's the only possible reason you could be getting so worked up over this crap.
Well if you want to start an anti/pro psionics debate, go ahead and trot out your best argument how psionics is balanced and about how "it is too fantasy!" and I'll simply remind you about how despite these arguments, psionics are still not allowed at the majority of game tables. Wo, wo.... Don't get flamey please. Also, note how close it is to the anti-4th ed arguments and all that....
That don't make it right though, or something. Image and reality are not always the same.
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5 years ago ::
Apr 24, 2008 - 2:23PM
#43
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Date Joined:
Jun 13, 2007
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I used to not allow psionics, simply because they were a separate system of game mechanics that didn't reconcile esily with the base game. And because people who play psionic classes smell like cheese. All of them. Without exception. Even you.
However I plan on allowing them in 4E tentatively, because I imagine they will be pretty well integrated with the rest of the game....which means no more funky mechanics to deal with. I just have to do some reflavoring so that psionics are a little less "XMen" This is the most sensible approach to psionics in 4E. I look forward to a psionics system that doesn't smell of "well, let's try this and see if it works".
—fo diggity Twitter: www.twitter.com/fodigg Comic Books You Should Have Read: http://tinyurl.com/ycxe9l7
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5 years ago ::
Apr 24, 2008 - 2:50PM
#44
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You must be one of those aforementioned fanatics...that's the only possible reason you could be getting so worked up over this crap.
Well if you want to start an anti/pro psionics debate, go ahead and trot out your best argument how psionics is balanced and about how "it is too fantasy!" and I'll simply remind you about how despite these arguments, psionics are still not allowed at the majority of game tables. Yeah, because you're the Omniscient Statistician, watching over everybody's gaming table and knowing what's allowed where. He's everywhere folks!
Come on. I've played in five gaming groups, and EACH has allowed, and enjoyed, psionics. So unless you're the Omniscient One made flesh, you can take your troll and shove it.
Any game that includes illithids and aboleths already has psionics going on anyway.
So, to close, when you finally learn to love yourself, you'll learn to love psionics too.
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5 years ago ::
Apr 24, 2008 - 2:50PM
#45
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Date Joined:
Aug 11, 2006
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3E psionics isn't unbalanced as a whole. There are certainly specific abuses which can come up, and it has terrible "5 minute workday" potential due to the ease of going nova, but the system in general is about right *if* you're dealing with the design expected four encounters. (If you're not - if you have one encounter and you're done, the nova potential does start to light up the "Tilt" sign, though.)
The sense of it being unbalanced seems to mainly come from its 2E incarnation, where it definitely was a problem in terms of game balance. The decision to push the "psionics is totally different than magic and ignores magical protections!" line meant that you either had to structure the whole campaign around it (and providing ways to resist it), or the psionic PC could just walk all over everything.
It was so horrendous in that regard that it colored the perception of 3E's version of it for meany people - and admittedly, 3E still left open the "psionics is different!" option as a potential standard, which if used creates some of the same problems all over again. (Not quite as badly due to various system-wide changes between 2E and 3E, but still problematic.)
In terms of it being appropriate to fantasy, this is a problem with the presentation of psionics to date: While the idea of "powers of the mind" is certainly fantasy, psionic powers - especially the mind-affecting ones - have often been written up with "psychobabble" names and power concepts which are either Victorian (especially Freudian) or modern - neither of which mesh well with a fantasy theme.
A problem in all editions is simply that it involves learning an entirely new system which works in a completely different fashion than all of the others and easily has you page-flipping trying to find out this or that.
Now, 4E looks like it will finally put the last nail in the coffin of the "psionics is totally different and unresistable by anything else!" trope, if only because power source differences seem to be gone generally, and it will presumably work like all of the other power sources do aside from one or two fluff tweaks, but the thematic problem does need to be addressed if it's going to move into the mainstream of the game, because that really seems to be the single biggest barrier to it being acceptable to a lot of people.
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5 years ago ::
Apr 24, 2008 - 3:12PM
#46
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Date Joined:
Sep 26, 2005
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Psionics are stripped down magic, designed to put magic into science fiction settings. Thus, psionics are inherently less cool than magic, because they had to be made so in order to put them into Sci-Fi.
Many people thus feel they are inappropriate alongside magic, being a watered down version of it, and I'd agree. As such, including it in the core rules would be a mistake, as many people dislike psionics and they are extraneous, accomplishing nothing magic cannot. A psion is just a wizard with fewer cool trappings, and as such the wizard, being included in the core game, superscedes the role.
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5 years ago ::
Apr 24, 2008 - 3:28PM
#47
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Date Joined:
Apr 14, 2007
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In terms of it being appropriate to fantasy, this is a problem with the presentation of psionics to date: While the idea of "powers of the mind" is certainly fantasy, psionic powers - especially the mind-affecting ones - have often been written up with "psychobabble" names and power concepts which are either Victorian (especially Freudian) or modern - neither of which mesh well with a fantasy theme. I would say it only meshes with traditional medieval fantasy. I know that in most of my fantasy games all the wizard spells and divine spells, etc. Have to be updated to more Victorianesque references to work with my fantasy world.
Hell, I divided up my mages into various sects of Reality-Benders (sorta like Mage: The Ascension) and all their powers came from essentially a psionic source.
While Divine users used, esoteric magic, ley-lines, geomancy, etc.
Many people thus feel they are inappropriate alongside magic, being a watered down version of it, and I'd agree. As such, including it in the core rules would be a mistake, as many people dislike psionics and they are extraneous, accomplishing nothing magic cannot. A psion is just a wizard with fewer cool trappings, and as such the wizard, being included in the core game, superscedes the role. Except that may not be the case anymore. I think the niche for psionics will be in subtle ways with much more emphasis on mind-control and force then the Wizard has. So it will definitely be its own niche separate and equal to magic.
I think one thing people disliked about psionics was the whole mind-battle thing, it was awesome with psionic parties... But, if your the only psionic in the party and your not facing other psionics then. Not so much fun. If they were able to make this more engaging and interesting for everyone it would work better.
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5 years ago ::
Apr 24, 2008 - 3:44PM
#48
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Date Joined:
Jan 28, 2004
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Psionics are stripped down magic, designed to put magic into science fiction settings. Thus, psionics are inherently less cool than magic, because they had to be made so in order to put them into Sci-Fi.
Many people thus feel they are inappropriate alongside magic, being a watered down version of it, and I'd agree. As such, including it in the core rules would be a mistake, as many people dislike psionics and they are extraneous, accomplishing nothing magic cannot. A psion is just a wizard with fewer cool trappings, and as such the wizard, being included in the core game, superscedes the role. No, psionic have a flavour of their own, who is not quite reproductible with common arcane magic - and so likeable in their own. Note also that it take bits from eastern believes and mysticism, which you missed. AND it can live beside magic.
I do, other do - this have a place in D&D.
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5 years ago ::
Apr 24, 2008 - 4:00PM
#49
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Date Joined:
Feb 26, 2007
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You must be one of those aforementioned fanatics...that's the only possible reason you could be getting so worked up over this crap. I have never played a psionic character. I've got the XPH, but I've never read it sufficiently to know exactly how the system works. Just not the sort of thing I enjoy using.
And I still get angry reading your posts on the subject.
Psionics are presented in a rather generic fashion. You could use them in a fashion reminiscent of sci fi. That is one viable option. If you want to play a Spelljammer-type game, or have extraplanar intruders (such as illithids) in your fantasy setting, it's perfectly well-suited for that. On the other hand, it can easily be flavored to represent Eastern mysticism, and thus has at least as much of a place in a fantasy setting as, say, the 3.5 PHB Monk.
Now, you're free to ban Psi, and the Monk right alongside it if you like. But making mocking, derisive comments about Psionics, and, by extension, those who like them, is just outright trolling.
I'll simply remind you about how despite these arguments, psionics are [i]still not allowed at the majority of game tables.[/quote] "Scans, or it didn't happen." Or, in a more common form, how about some proof of your claims?
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5 years ago ::
Apr 24, 2008 - 4:04PM
#50
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Date Joined:
Oct 31, 2004
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Well, the whole mindbattle thing was ripped out in the Expanded Psionics Handbook, actually. They were just too unwieldy and not very effective in gameplay. Personally, I think that's a good thing, because while it might've looked cool, it was a real drag on the fun around the gametable when an NPC and one of the players start duking it out in the mindscape.
They put a lot of effort in the Expanded Psionics Handbook to make it better and more playable, as well as more stylish. I think wizardly magic is a watered down version of psionics in comparison. Summon Monster I-IX and Summon Nature's Ally I-IX? Combine every drop of style if those 18 spells and Astral Construct still has vastly more flair and style!
Why summon a giant shark when you can summon a twisted spawn of your inner demons tailored to your wishes with just a single power? I bet you no wizard ever got to summon their psychotic fantasies into combat!
It's rather hard to come up with a unique style for spellcaster equivalents that doesn't overlap with arcane/divine magic (which basically is limited to 'everything'), but I feel they did a good job of it in 3.5e.
That doesn't mean that I think Psionics is flawless, and it certainly requires some extra errata work, but overall it's no worse than normal arcane wizardry in practice.
One last note, though: Psionics was fantasy before it ever became sci-fi. It's the Star Wars fanboys who always seem to get this wrong.
But we're wandering off-topic here. In the end, I'm glad Wizards of the Coast will add Psionics to the game eventually, and I'm equally happy that they're reworking it all to fit in the new system. Like all forms of spellcasting in the 3,5e, it could do with a little streamlining.
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