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Psionics Powers as 1st-level, 2nd-Level, etc... Spells

Started by Nihilistic Mind, April 17, 2017, 01:32:26 PM

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Nihilistic Mind

I'm wondering if there is such a resource out there, if so I haven't come across it:
Psionic Powers divided into 1st, 2nd, etc level spells.

What I'm mostly interested in is converting Psionic Powers into Spell cards for a OSR board game (a la Dragon Strike) I'm developing. My initial thought was to look at the cost of Psionic Powers in terms of Power Points and assigning spell levels based on that.
The reason why I don't want to use Psionics as its own thing and want to create level spells for it: I want to keep the system of the game simple so assigning a "Level" to each Psionic Power would be the easiest way for me to do that.

Has anyone done (or seen) something like that? How would you go about doing it?
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Omega

WOTC just put out the new Mystic class in UA on their site. It overall treats psi powers like spells.

Caesar Slaad

There was a third party book by Mayfair that did that for 2nd edition.
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Bloodwolf

Warriors of the Red Planet by Night Owl Workshop
Machinations of the Space Princess

Both have simplistic approaches to the psionics to spell level system.

Nihilistic Mind

Running:
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Star Wars with homemade ruleset (Roll&Keep type system).

Larsdangly

This is pretty obvious. I would go further and say you should treat pretty much everything a character can do that is out of the ordinary using the 'spell slot' mechanics. The main strengths of D&D are its resource management elements and progressive advancement. Spell slots are just a handy way to regulate special abilities, consistent with these aims. In this respect, at least, I liked some of the ideas behind 4E. The only problem is they went fucking bananas with the power creep, complexity and speed of play, and 'meta' class/role concepts. But the basic idea that every class could regulate its special abilities using something like renewable slots is a good one.

Nihilistic Mind

Quote from: Larsdangly;957890This is pretty obvious. I would go further and say you should treat pretty much everything a character can do that is out of the ordinary using the 'spell slot' mechanics. The main strengths of D&D are its resource management elements and progressive advancement. Spell slots are just a handy way to regulate special abilities, consistent with these aims. In this respect, at least, I liked some of the ideas behind 4E. The only problem is they went fucking bananas with the power creep, complexity and speed of play, and 'meta' class/role concepts. But the basic idea that every class could regulate its special abilities using something like renewable slots is a good one.

That's kinda how I feel about it. I actually found a spreadsheet online that had a list of psionic powers/talents with a spell level equivalent while searching the resources mentioned above in this thread. I need to look it over but it looks very promising.
I feel like spell slots are a great solution for Magic-Users in the game I'm developing, so it makes sense to make it the standard. Simplifies things greatly.
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Larsdangly

Sure. And I'd go further. If the 1970's editions had presented us with the idea that thief abilities, extra damage attacks, etc. for fighters, ranger tracking and other sorts of special abilities worked more or less like spells, it would have worked fine and everyone would be used to the idea. The only trouble with the way 4E implemented this concept is that they folded it into a crapy, slow, unplayable game. They might have poisoned the well, but I still think it was smart. It isn't really much different from the way DCC presents heroic feats, or luck for thieves and hobbits. Actually, spell slot mechanics would be an improvement on how DCC does these things.

RPGPundit

I'm not a very big fan of Psionic powers in Old-school games in general (not for PCs, at least; monsters can have psionic powers, but then you don't have to make a 'system' out of it).  But if they're used, I feel like they should work differently from spells.
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Nihilistic Mind

Quote from: RPGPundit;958734I'm not a very big fan of Psionic powers in Old-school games in general (not for PCs, at least; monsters can have psionic powers, but then you don't have to make a 'system' out of it).  But if they're used, I feel like they should work differently from spells.

My current idea for a campaign is to have the PCs exploring a wizard's lair and the wizard had made a connection with other realms, one in particular that has psionic creatures on the other side doing to get through. To make a long story short, I expect some of the PCs will be picking up psionic talents here and there throughout the campaign.

Out of curiosity, what sort of system would you use for psionics if not spell slots or spell points, Pundit?
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Dumarest

I have never used psionics in D&D and have always wondered, if you already have magic why do we need psionics as well? I'm neither for it nor against it, I'm just curious if there is a reason it's included in the mix. Is there some book in Appendix N that Mr. Gygax was emulating? I admit I am not widely read in fantasy fiction and have not read any that had both magic and psionics being used.

Voros

#11
From what I've read Gygax wasn't much of a fan but others in the scene were and so he included it. Psionics as a standin or explanation for magic is a common theme in science fantasy but the admixture of the two is rare and one reason it stands out like a sore thumb in 1e, a bit too kitchen-sink for my tastes.

I think it is the books of Andre Norton that feature psionics but I haven't read any of her books yet, although I have a few on my shelf. A huge influence on 2e psionics, still one of the best systems I think, were the books of Julian May. Her system of disciplines, etc is borrowed wholesale by Winter and her book is listed in the suggested reading. I've read the first book in her series whose name escapes me and it is quite good.

The 2e system by Winter has left a pretty big mark on the 5e UA system but for my taste they also brought in too much of 3e's system which is too spell-like. If a psionic system is too similar to spells what's the point of having a different system at all?

To me, Dark Sun continues to be the best example of how to really integrate psionics into a setting. It should be more than an appendage.

RPGPundit

Quote from: Nihilistic Mind;958767My current idea for a campaign is to have the PCs exploring a wizard's lair and the wizard had made a connection with other realms, one in particular that has psionic creatures on the other side doing to get through. To make a long story short, I expect some of the PCs will be picking up psionic talents here and there throughout the campaign.

Out of curiosity, what sort of system would you use for psionics if not spell slots or spell points, Pundit?

Well, see, I'd be more open to a points-based system for psionics. There it makes more sense to have a situation where you have that kind of measure.

In my DCC game, the only D&D-style game in a long time that I've used where there are psionics, the use of psionic powers drains temporary ability scores.
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RPGPundit

Quote from: Dumarest;958817I have never used psionics in D&D and have always wondered, if you already have magic why do we need psionics as well?

The main reason would be if you wanted Science-Fantasy.  To differentiate weird 'science' powers from occult power.
But then the point would seem to demand that you make psionics look and work different from magic too.
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Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
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Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
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NOW AVAILABLE: AoI in print form

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