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Thread: Psionics explanation wanted!
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2013-07-25, 10:57 AM (ISO 8601)
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Psionics explanation wanted!
Okay, so I have a game I'm making, and I have an idea for a different type of magic, and I just want to know if what I'm making is at all like psionics, as I've never heard any explanation on what psionics is/the science of it.
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2013-07-25, 11:25 AM (ISO 8601)
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- Jul 2013
Re: Psionics explanation wanted!
Well, essentially psionics is telekinetics and telepathy roled into one. It all involves the power of the mind.
Is there a certain system you are using? For instance, in d20, you have a pool of points that you can use for any psionic ability you know. That pool increases as you level up, just like anything else, and resets everyday.Last edited by xkaliburr; 2013-07-25 at 11:27 AM.
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2013-07-25, 11:27 AM (ISO 8601)
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- Sep 2009
Re: Psionics explanation wanted!
Describe what you've got, and we might be better able to figure out how it is like and unlike psionics, both in crunch and fluff.
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2013-07-25, 11:45 AM (ISO 8601)
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Re: Psionics explanation wanted!
Okay, I'm planing on a 3.5E game, and the magic I'm making is a form of mana, in which you collect mana in your mind, (might make it that you need to find a way to implant an organ in your brain to collect the mana.) and, well, everything must be observed for it to exist, so what I'm planning is that the God is observing it all, plus some, so it all has some extra energy, and your mind/organ can collect this from an area, and bundles it together. As you grow in level, you can store more of it faster. (uses a mix of wis and int for how much and how fast. It can be regained in combat at a slow rate.) You can then use mana to make spell like abilities, such as a smaller fireball, or opening a lock, and the more you know/understand the science of what you're doing, the more effective it is. (we'll assume the characters know as much as the players, with how I'm changing normal magic.) So, if you're making a fireball, the more you know on it has different stages. "It's a fire" "It's the chemical reaction of fire" "I'm making the molecules move at a faster rate, making heat, I'm then adding a magic fuel to it, and forcing the magic fire out from that point." the last one uses less mana, so if you want, it could be more powerful. It uses less mana as you're not leaving anything for the spell to make up in an inefficient way.
That help?
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2013-07-25, 12:05 PM (ISO 8601)
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- Sep 2009
Re: Psionics explanation wanted!
Could just say that it's naturally there.
and, well, everything must be observed for it to exist
so what I'm planning is that the God is observing it all, plus some, so it all has some extra energy, and your mind/organ can collect this from an area, and bundles it together. As you grow in level, you can store more of it faster. (uses a mix of wis and int for how much and how fast. It can be regained in combat at a slow rate.) You can then use mana to make spell like abilities, such as a smaller fireball, or opening a lock, and the more you know/understand the science of what you're doing, the more effective it is. (we'll assume the characters know as much as the players, with how I'm changing normal magic.) So, if you're making a fireball, the more you know on it has different stages. "It's a fire" "It's the chemical reaction of fire" "I'm making the molecules move at a faster rate, making heat, I'm then adding a magic fuel to it, and forcing the magic fire out from that point." the last one uses less mana, so if you want, it could be more powerful. It uses less mana as you're not leaving anything for the spell to make up in an inefficient way.
That help?
The ability to be more effective as you understand it more is an interesting touch, though having it based on player knowledge will give a substantial advantage based on OOC knowledge, so think very carefully whether you want that. (You could allow it based on relevant knowledge ranks, though, though if you do you may want to redo the knowledge skills.)
Also be aware that if greater knowledge of how the physics works affects how well magic works, that will affect the society, and there will be notable effects even in nonmagical matters; expect various scientific revolutions to happen earlier and faster. Again, nothing wrong with that, and it makes for an interesting setting, but make sure that's what you want.Last edited by Yitzi; 2013-07-25 at 12:05 PM.
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2013-07-25, 12:08 PM (ISO 8601)
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Re: Psionics explanation wanted!
Here: it would be easier for the character to make a Knowledge (arcana) check, DC 15+(spell level x2, minimum 1) for levels 1-5, DC 20+(same formula) for levels 6-9, to use the spell at its normal cost. For every 5 over you score, it costs a mana point less. For every 5 under you score, it costs a mana point more.
Or they could do the same thing, but replace increased/decreased mana cost with decreased/increased caster level, respectively.
Standard Mana Costs:
Spoiler
This is what I would do.
0 costs 0 mana.
1 costs 1 mana.
2 costs 3 mana.
3 costs 5 mana.
4 costs 7 mana.
5 costs 9 mana.
6 costs 11 mana.
7 costs 13 mana.
8 costs 15 mana.
9 costs 17 mana.
Edit: Someone posted something pretty similar before me...Last edited by Thunderfist12; 2013-07-25 at 01:30 PM.
May the gods watch over your battles, friend.
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2013-07-25, 12:09 PM (ISO 8601)
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- Apr 2009
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- Germany
Re: Psionics explanation wanted!
From everything I can tell, psionics in D&D is just magic. The only thing people ever mentioned as an argument for psionics being something else, is that psionics comes from the psions mind.
So it's magic where the mana is produced by the mind itself rather than being provided by a deity (for clerics)?
That's still magic. There is no real difference.We are not standing on the shoulders of giants, but on very tall tower of other dwarves.
Spriggan's Den Heroic Fantasy Roleplaying
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2013-07-25, 12:19 PM (ISO 8601)
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Re: Psionics explanation wanted!
Okay, I'm planning on the players traveling from universe to universe, and trying to get back to your homeworld, your homeworld won't have any knowledge of mana, that's why I might want it to be an organ that you need to get in, I'm planning on changing the normal magic so that you need to know the physics to make spell, so everyone knows a fair amount of physics. (about as much as we know in our time. just in a more medieval setting.) And also, with the traveling from world to world, if they learn things OOC then they could just claim they learned it from studying in a university in some, let's say space age world. I was sort of planning on using the greater knowledge of how physics works so that it's not a knowledge roll, just so it's easier to keep track of what the characters know.
Last edited by Jimlad; 2013-07-25 at 12:19 PM.
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2013-07-25, 01:09 PM (ISO 8601)
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- Sep 2009
Re: Psionics explanation wanted!
You forgot 2.
If they know as much as we do, plus have magic, you'll have an extremely difficult time justifying a medieval setting.
And also, with the traveling from world to world, if they learn things OOC then they could just claim they learned it from studying in a university in some, let's say space age world. I was sort of planning on using the greater knowledge of how physics works so that it's not a knowledge roll, just so it's easier to keep track of what the characters know.
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2013-07-25, 01:30 PM (ISO 8601)
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Re: Psionics explanation wanted!
Thanks for the correction. Edited.
May the gods watch over your battles, friend.
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2013-07-25, 03:45 PM (ISO 8601)
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- Aug 2008
Re: Psionics explanation wanted!
I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.
I'm not joking one bit. I would buy the hell out of that. -- ChubbyRain
Current Design Project: Legacy, a game of masters and apprentices for two players and a GM.
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2013-07-25, 04:05 PM (ISO 8601)
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- Jun 2008
Re: Psionics explanation wanted!
Psionics is magic, basically, or psionic effects are magical effects for basically all practical purposes.
What you are describing is not psionics by the D&D book, although they could still be psionic effects. The biggest concern with the "Is it psionics?" question is how it interacts with other parts of the D&D system. If they get a PP pool to use psionic feats, how it works with Psibane weapons, and so on.
Other than that, it really doesn't matter mechnically if your system is psionic, magic, arcane, divine, or some other magical source providing the powers.SpoilerThank you to zimmerwald1915 for the Gustave avatar.
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