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Psionics

Posted: Tue Apr 22, 2008 10:01 pm
by Elenthis
Just as the title says...Psions. (Elans, Githyanki, Githzheri, Mindflayers, Half-giants, Psions, Wilders, holy momma!

Re: Psionics

Posted: Wed Apr 23, 2008 12:29 am
by Sairaven
I have a hard enough time with magic users, so... no thank you.

Point of reference, though: I do enjoy psionics in my 2e games, but it's just one big brain hurt (pun VERY intended) for me.

Re: Psionics

Posted: Wed Apr 23, 2008 1:00 am
by Nedylene
Psionics are great in tabletop. Translating them to mud though... Not so easy. I would rather see them focus, fix and expand on what we currently have then opening up a new class with whole new abilities, resistances etc

Re: Psionics

Posted: Wed Apr 23, 2008 11:32 pm
by Elenthis
Just to have it said...the way wizards used to be with mana was essentially how psonics work in 3.5ed. Psionic primary casters are generally very simple, and far more balancable than wizards as is. Further, Psionics would add an entirely new dimention to the FR's relatively close-minded view of magic. :-D

Re: Psionics

Posted: Thu Apr 24, 2008 1:54 am
by Selveem
I understand what you're saying, Elenthis, but not really. Psions in 3.5 used base points, not percentages, to calculate psionic ability. Further, they can ramp up their spells damage and the like even without feats exponentially. Without seeing raw numbers, I'd think the percentages would be worthless.

I have to agree with Nedylene here. I would LOVE to see Barbarians, Psions, additional races and the like. I do think they should have a lower priority than fixing/retooling current classes.

Re: Psionics

Posted: Fri Apr 25, 2008 3:41 am
by Elenthis
And so ends the suggestion for Psionics. Never the less, any Nay-sayers who started with "I would love to see it, BUT" should probably stop and think to themselves "Have all the good ideas I've had been implemented? Are the best things that COULD be implemented whats being worked on?". Because I think you'll find that the answer will vary HEAVILY from player to player, rather than from implementer to implementer. :-D

Re: Psionics

Posted: Fri Apr 25, 2008 3:57 am
by Selveem
Considering all that's going on with the MUD and the work involved in your proposal, I think 'the nay sayers' have a pretty sturdy ground to stand on.

Consider Barbarians that have been years and years in the making. That is a much easier addition to FK, but over the years other things have had to take priority over that specific class.

I didn't say that I don't think they should be put in; far from it, actually. I'd love to see them. I just don't think, right now, it's realistic to hope they fabricate. What you suggest requires a _lot_ of coding for implementation.

Re: Psionics

Posted: Fri Apr 25, 2008 5:53 pm
by Glim
If it is or isn't feasible to code or other things would be preferred to be implemented first shouldn't be a deterrant to the discussion nor should it really come up in my opinion. The coders decide that based on their interest. Interest comes from people discussion the idea, options, and basically putting support behind it.

While I honestly HATE psionics, alot of good suggestions die before they even get discussed because of people assuming they can decide what gets coded.

That's my opinion and it may have sounded a bit blunt but had no sleep and ornery over lack of internet. :)

Regards,
Glim (who won't be able to add much more than this to this thread)

Re: Psionics

Posted: Fri Apr 25, 2008 8:30 pm
by Selveem
Re:Glim,

You know, you're absolutely correct and I did not intend to make it sound as if I had any sway over the coders anyhow.

I'm not certain how this would translate on the MUD or even if it's going to be something beneficial. I still believe casters have more than adequate advantage and would prefer that their role on this MUD be a bit more defined.

Elenthis, what are your suggestions for a psionic, anyhow? To me, psionic characters have a ridiculously huge amount of potential for burst damage but burn out much faster (due to their points-based nature) than a wizard.

On FK, a wizard running out of spells is a little speed bump. Casters (general term) wield very powerful spells that is extremely dangerous in D&D. In FK: Run out? No problem! I'll just meditate a few seconds. :) I could only imagine the amount of power a Psion would wield on FK.

That is my only concern. Sort of like "the rich get richer" except the "powerful get more powerful."

Alternatively, I believe it's already possible via application to apply that your caster may be a Psion as opposed to a wizard. If you're itching for that specific RP, I might suggest that in the meantime. :)

Re: Psionics

Posted: Mon May 05, 2008 8:24 pm
by Elenthis
I suggested psionics because I find them tremendously interesting, and Faerune is so magic-heavy that it would be nice to have something more rare than rare. But then...I've always been the one to play a permanently enlarged Warforged barbarian imported to greyhwak or faerune...I like being rare :-D
Anyhow...as far as psions themselves being overpowered, if you do the math, level for level, psions do less damage. about 5% less. (In 3.5). They have VERY limited twinkability for thier damage output, but to be fair, as-is in 3.5 they can consume tremendous amounts of damage. So for balancing, I'd say its a trade-off, not a more or less "powerful" (solo) class.