CharlesEBrown
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You're talking the second edition of AD&D psionics, where you had to make Contact three times to be able to use abilities on someone other than yourself. The first edition only had a few disciplines and one combat maneuver that affected non-psionics (the Psionic Blast, which the Mind Flayers had a stronger version of).So... one of you brought up psionics. This is 1 area I'm not really sure how to rectify and make it mesh. For example; in old systems like AD&D (sorrrryyy for referring to this), it had this system where psionics, psionicists all they had to do was connect with your mind 3 times or something and then it would be game over. You were theirs.
But that didn't make sense because... OK say a duel between a wizard and a psionicist... the wizard could be like level 14, and the psionicist level 5,... and see it doesn't make sense that the psionicist would win that but that was the system. And the wizard instead could nuke you and be done with it and it didn't feel like the 2 systems meshed with each other well.
So I get why you are asking about superheroes and magic. But to me superheroes and magic seem to work. its only psionics is like its hard to put a peg on what exactly it is and how it works. I guess that's why that's hard for me to understand.
Hero physics I get. OK, you can translate the hero can punch x times per combat tick, for X damage. But psionics doesn't have that...
So 2 out of 3 can mesh....?
I wonder what others think on this too? Because yes, the system in the story has to work in a way that makes the story flow.
Psionics grew out of the (since debunked) theory that 90% of the human brain is not used so must be capable of SOMETHING - a common theory in science fiction and fantasy, especially in the pulp era that inspired a lot of the early rules in the game.