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Thousand Suns Update — psionics

April 11, 2007

Thousand Suns needs psionics rules. Mental powers, whether they’re straight up psionics, Force disciplines, or Vulcan mysticism, are part and parcel of space opera. The default setting of the game postulates psionics as rare, misunderstood, and sometimes feared but they exist nonetheless. In D20, there are two competing systems of psionics. On the one hand, there is the default ersatz magic system that uses spell slots and power points. On the other, there’s the skills and feats system of supplements like The Psychic’s Handbook. Both have their advantages and disadvantages and I’m honestly torn between them.

So, what do people like? I’m just trying to gauge opinions and general feelings. I think I know what I want to do, but I’m on the fence and could use a little push one way or the other.

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One Comment leave one →
  1. June 25, 2007 11:27 pm

    If you’re going to do Psionics, I’d prefer the direction of Parapsychology rather than mysticism. It matches the SF setting better IMHO. Telekinesis, Pyrokinesis, Hydrokinesis, Telepathy… all these kinds of things have a scientific field flavor to me rather than sliding down the slippery slope and making science fantasy.

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