Thursday, 23 January 2025

Psionics is different . . . And that’s putting it rather mildly


(Dragon #78)

Dragon #78 is the psionic issue and in this article Arthur Collins outlines psionics and their mechanics.


What’s it about?

Arthur explains that psionics originate from the mind, unlike magic, which draws power from the multiverse. He highlights the randomness of psionics—their availability, level, and chance of acquisition—justifying their placement in the appendix. He controversially allows all characters, regardless of race, a chance at psionics.


Mechanics are detailed, starting with Attack and Defense strength. When powers cost points, they are evenly deducted from Attack and Defense, even splitting into half-points if needed. If one is depleted, the other compensates, requiring extra bookkeeping.


Defense modes cost points per round or until a psionic attack occurs. Collins redefines "level of mastery" from the PHB unworkable version to: "The level of mastery equals the number of experience levels the character has gained while possessing the discipline, starting at the level when it was first acquired."


In psionic combat, either side can trance, allowing attacks every segment. Non-trance psionics can perform other actions but are limited to defense modes only. Trancing is like spellcasting—no move or attack, and ongoing powers are disrupted if damaged. A trancing psionic can use a defense mode and either a power or an attack mode. Against non-psionics, psionics act like spells, resolving alongside missile fire. To streamline gameplay, Arthur suggests dividing psionic combat into five segments at the start and end of the round instead of going segment by segment.


Anything insightful?

  • How to deduct power costs from Attack and Defence.
  • Workable definition of “level of mastery”.
  • Guidance for psionic combat.

Should I share this with my players? 

Only if they have psionic characters. This article clarifies psionics and for that makes the ‘best of’ list.

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