James Gasik
We don't talk about Pun-Pun
Ok, hopefully five plus signs is enough, lol. I still have PTSD from the big thread a few years back (2022? Damn time sure flies)!
The main problem with Psionics is that, like a lot of things, people have different ideas about what Psionics is, should be, and whether or not it really has any place in D&D today. Most people don't feel the need for another magic system (even if it is magic-adjacent). Others feel there are third party products that work just fine (call out to Steampunkette, check out her work today!). And still others feel that all you need is some Psionic flavoring on an existing class, and feel that, say, a Great Old One Warlock is perfectly acceptable.
But since CleverNickName asked in another thread (and asked that it be taken to another thread) what I'd call a Psion, here goes. I don't have any specifics on mechanics, but here are some concepts I'd like to see.
1) NO SPELL SLOTS. I don't mind there being a limitation on how often one can use their abilities, but this is one I'd rather not see. I'd rather not track anything as fiddly as "psionic points", but that might be the easiest way. Optimally, powers would cause "strain". One thing I'm working on for a non-D&D game system right now is using something like temporary hit points as a battery for powers- you can convert regular hit points into temps with one ability, then use those temps to fuel your psionics. Sure, you can be healed later, but with a limit on how often you can create temps. The big problem with this system so far? Other sources of temporary hit points.
The main thing I'm going with here is representing the idea that psionic powers are not something normal humanoid brains are wired to do, so you are doing mental damage to yourself when employing them.
2) Psionic powers are just that, more like super powers than spells. If you're a Telekinetic, you can perform feats of telekinesis on demand, with a myriad of different things you can do with them. Thus they are more versatile in their application than a spell tends to be. For examples, a telekinetic could learn how to:
-Lift and move objects at a distance.
-Wield a weapon telekinetically.
-Slow or even stop attacks they can see.
-Levitate or even fly.
-Telekinetically "punch" someone.
-Darth Vader style Force Chokes.
One power that does all these things is obviously pretty potent, so perhaps you'd have a base, let's call it a Science called Telekinesis. As you level up, you can select sub-abilities (Devotions) for any of the above things you'd want to do (with level based requirements). You'd always have a basic ability, similar in power to Mage Hand or the Telekinetic Feat that you can call upon and perhaps start with one Devotion.
3) Magic-Psionics Opaqueness. Not transparency, in that effects of both abilities pass each other in the night, but something that mechanically represents how foreign and strange Psionics is compared to traditional forms of magic. A magical defense can protect against a psionic one and vice versa, but less effectively than normal. This of course requires some balancing, as while many creatures exist with defenses against magic, none have protection against psionics specifically, and you don't want to let a psionic character feel overpowered. Just different.
4) Specialization, specialization, specialization! While you can branch out over time, I feel that you shouldn't be picking from a grab bag of different powers (with one exception I'll discuss below). If you're a Firestarter, you start fires. If you're a Telepath, you read and influence minds. So on and so forth.
5) Wild Talents. One thing I truly enjoyed from earlier editions was the idea that anyone could develop their latent psionic potential, but what abilities gained are essentially random. A Wild Talent could be one of the following:
-the Psion's answer to the Sorcerer (Wilder?).
-a special Feat that grants some psionic potential.
-a psionic Wild Talent subclass (hard to do without unified subclass progression, so several would have to be made), where your subclass abilities give you access to different psionic abilities.
What powers you gain would be randomly determined, unless the DM allows you to choose a specific power (on their own head be it, but I can understand not being thrilled with having the super amazing power to hear light or see sound).
6) Psionic components. There's something that shows you are manifesting powers. An intense stare, the "standard telepath pose", ie, fingers to forehead. Nosebleeds (caused by strain). Focusing on crystals, showstones, or other implements. Murmuring mantras. These are unique to the individual, but being able to fully conceal your powers is something only master mentalists should be able to do.
7) Psionic items. Objects that have unique psionic resonance or have been imbued with a sliver of consciousness, thus being the psion equivalent of magic items.
8) Psionic heritages. Obviously, some species have evolved that can use some psionics- Derro, Duergar, Goblin "Blues", Elan, Maenads, and so on.
9) Psionic creatures. If your world has psionics, then it must have psionic threats. A template can be created to quickly make psychic ogres or orcs, but obviously some specific creatures should have psionic abilities (the Mind Flayer being a classic).
That's about it for now.
The main problem with Psionics is that, like a lot of things, people have different ideas about what Psionics is, should be, and whether or not it really has any place in D&D today. Most people don't feel the need for another magic system (even if it is magic-adjacent). Others feel there are third party products that work just fine (call out to Steampunkette, check out her work today!). And still others feel that all you need is some Psionic flavoring on an existing class, and feel that, say, a Great Old One Warlock is perfectly acceptable.
But since CleverNickName asked in another thread (and asked that it be taken to another thread) what I'd call a Psion, here goes. I don't have any specifics on mechanics, but here are some concepts I'd like to see.
1) NO SPELL SLOTS. I don't mind there being a limitation on how often one can use their abilities, but this is one I'd rather not see. I'd rather not track anything as fiddly as "psionic points", but that might be the easiest way. Optimally, powers would cause "strain". One thing I'm working on for a non-D&D game system right now is using something like temporary hit points as a battery for powers- you can convert regular hit points into temps with one ability, then use those temps to fuel your psionics. Sure, you can be healed later, but with a limit on how often you can create temps. The big problem with this system so far? Other sources of temporary hit points.
The main thing I'm going with here is representing the idea that psionic powers are not something normal humanoid brains are wired to do, so you are doing mental damage to yourself when employing them.
2) Psionic powers are just that, more like super powers than spells. If you're a Telekinetic, you can perform feats of telekinesis on demand, with a myriad of different things you can do with them. Thus they are more versatile in their application than a spell tends to be. For examples, a telekinetic could learn how to:
-Lift and move objects at a distance.
-Wield a weapon telekinetically.
-Slow or even stop attacks they can see.
-Levitate or even fly.
-Telekinetically "punch" someone.
-Darth Vader style Force Chokes.
One power that does all these things is obviously pretty potent, so perhaps you'd have a base, let's call it a Science called Telekinesis. As you level up, you can select sub-abilities (Devotions) for any of the above things you'd want to do (with level based requirements). You'd always have a basic ability, similar in power to Mage Hand or the Telekinetic Feat that you can call upon and perhaps start with one Devotion.
3) Magic-Psionics Opaqueness. Not transparency, in that effects of both abilities pass each other in the night, but something that mechanically represents how foreign and strange Psionics is compared to traditional forms of magic. A magical defense can protect against a psionic one and vice versa, but less effectively than normal. This of course requires some balancing, as while many creatures exist with defenses against magic, none have protection against psionics specifically, and you don't want to let a psionic character feel overpowered. Just different.
4) Specialization, specialization, specialization! While you can branch out over time, I feel that you shouldn't be picking from a grab bag of different powers (with one exception I'll discuss below). If you're a Firestarter, you start fires. If you're a Telepath, you read and influence minds. So on and so forth.
5) Wild Talents. One thing I truly enjoyed from earlier editions was the idea that anyone could develop their latent psionic potential, but what abilities gained are essentially random. A Wild Talent could be one of the following:
-the Psion's answer to the Sorcerer (Wilder?).
-a special Feat that grants some psionic potential.
-a psionic Wild Talent subclass (hard to do without unified subclass progression, so several would have to be made), where your subclass abilities give you access to different psionic abilities.
What powers you gain would be randomly determined, unless the DM allows you to choose a specific power (on their own head be it, but I can understand not being thrilled with having the super amazing power to hear light or see sound).
6) Psionic components. There's something that shows you are manifesting powers. An intense stare, the "standard telepath pose", ie, fingers to forehead. Nosebleeds (caused by strain). Focusing on crystals, showstones, or other implements. Murmuring mantras. These are unique to the individual, but being able to fully conceal your powers is something only master mentalists should be able to do.
7) Psionic items. Objects that have unique psionic resonance or have been imbued with a sliver of consciousness, thus being the psion equivalent of magic items.
8) Psionic heritages. Obviously, some species have evolved that can use some psionics- Derro, Duergar, Goblin "Blues", Elan, Maenads, and so on.
9) Psionic creatures. If your world has psionics, then it must have psionic threats. A template can be created to quickly make psychic ogres or orcs, but obviously some specific creatures should have psionic abilities (the Mind Flayer being a classic).
That's about it for now.