Psionics-Only Campaign [Archive] - Wizards Community

Post/Author/DateTimePost
AnonymousInternets

11-16-07, 06:17 PM
I was thinking of running a exclusively Psionics campaign (no Arcane or Divine magic). To anyone who's done this: What advice do you have, and how did the campaign turn out?
InkBlot

11-16-07, 06:47 PM
Everyone is going to point out healing as a problem. I don't believe that it is a problem, although it may take a little getting used to. I've played plenty of games that didn't have a primary healer. The only difference is that the players have to play a little more defensive and smart, realize that being low on HP is dangerous, and know when to retreat.

Healing won't be entirely absent in an all-psionics game. But psionic healing is primarily preventative and personal. Share Pain helps spread this personal healing around in a preventative way, and can last all day.

If you your egoist or ardent to pretend to be a cleric, it's going to be painful at low levels and less than stellar at high levels. I think it would be better if you just ask each player to make sure his or her character has some kind of self-healing (monk's wholeness of body, rogues using dorjes, any psionic character using vigor or body adjustmen, any character at all wearing a healing belt, etc).

The best advice I have: allow Tome Of Battle and pact magic from Tome Of Magic.

The Binder is neither psionic, arcane, nor divine. It's just supernatural. They don't use magic or cast spells, they just make pacts with unthinkable spirits from beyond the boundaries of existence. They an also fill a new role every day, and provide infinite out-of-combat healing starting at level 5.

The sublime way, the maneuver system from Tome Of Battle, is neither arcane, divine, nor psionic. They just focus their willpower and fight with all their heart. The Crusader is the tank the Paladin wishes he could be, without any enforced ties to religion and with the freedom to choose his own ethics and alignment. They can also provide strategic in-combat healing, without spending per-day resources. Swordsages and Warblades also rock out loud, and the whole book is extremely psionics-friendly (especially the Diamond Mind discipline).

Edit: One more thing! Psionic item creation feats can create any magic item as a psionic item, using equivalent prerequisites. This isn't a suggestion or a houserule; it's RAW. It's mentioned in passing in the XPH, and spelled out loud and clear in the Magic Item Compendium.

And about vestiges (ToM, the things you make pacts with). Call them psychic echos of singularly powerful minds if you want. Call them lingering memetic structures in the universal subconscious. Call them godminds if you use Hyperconcious. All of these are as accurate as anything mentioned in the Tome Of Magic itself.
AnonymousInternets

11-17-07, 04:27 PM
Well, I was thinking with "Psionics only" that I would also exclude alternative casting systems. If I were to do that, would you have any other advice?
JulesCARV

11-17-07, 04:50 PM
(NOTE: I copied this from a previous post of mine) If you replace magical classes with psionics straight "out of the book," a few things might be missing. One is that no evil clerics will be around to create HORDES OF SHAMBLING ZOMBIES, as they would in a traditional D&D world. Undead might still exist, but they'd be their own destructive force, not at the beck and call of unholy types. Undead aren't impressed by an Nerull-worshipping ardent or psion, so everyone will hate undead, and there will be no "utility undead" helping living bad guys, except maybe a few free-willed undead who might help out bad guys for their own personal reasons.

The other thing missing will be illusions. Illusions are basically the sole purview of arcane magic -- divine magic can barely do them, and psionics can't do them at all, although sometimes it can do rather pale imitations through telepathy. No mirror image, no invisibility, etc.

So necromancy and illusions are out. Beyond that, though, psionics can do what it needs to, although sometimes it seems frustratingly inefficient compared to arcane/divine magic. (Why must my nomad -- a mobility specialist -- wait until level 7 to fly, while unspecialized sorcerers and wizards could do it at level 5 or 6? Why must my egoist go through such convoluted steps to heal, metamorphosing into an inanimate object before manifesting empathic transfer to avoid catching the disease I'm healing, while clerics can cast a simple remove disease? Why must greater metamorphosis have an experience cost for a shapechanging specialist while shapechange, available to all sorcerers, wizards, druids, and some clerics, requires only a one-time expenditure on a focus?) Still, while there may be times when it's less efficient, it still can do what it needs to -- except create HORDES OF SHAMBLING ZOMBIES, that is.
MnemonicSV

11-18-07, 03:25 AM
Although I have not yet started the campaign, I myself am embroiled in the attempt of creating a psi-only campaign. Here's what I can say I've done (not including what's already been mentioned above), with some other tips and considerations.

Death is Catastophic: Unlike in a normal campaign, a psi-only campaign has very few options for bringing back the dead. Psionic Revivify is the best option, but only if you happen to have a character capable of using it on-the-spot handy. Drive this point home to your players, by reminding them of this fact before they start.. that way they'll be more apt to think carefully when their HP is low.

Add/Alter/Remove Feats: Feats like, say, Closed Mind become slightly overpowered (since all paranormal effects are psi-like or psionic in nature, not just some as in a normal campaign)... drop the bonus to +1 maybe. Alter Craft Contingent Spell (from Complete Arcane) into a psionic version (works best with Psionic Revivify, see above for reasons why). Obviously, most magic-based feats no longer exist, though some may be altered to psionics instead.

Fix the Divine Mind: If you use it at all. It is underpowered as it stands. Additionally, if gods remain in the setting, divine minds will likely be considered the only "true believers" to the layperson. Play up on that.

Rangers/Bards/Paladins: Semi-casters will require revisions, if used at all. Complete Warrior offers non-casting variants of the Ranger and Paladin. Bards are harder to alter. I suggest dropping them altogether. Scout is a good replacement for ranger IMO.

Add/Alter/Remove Skills: Drop Knowledge [arcana], Spellcraft, and Use Magic Device. Replace with Knowledge [psionics], Psicraft, and Use Psionic Device to all classes with had those magic-equivalent skills dropped. Add Autohypnosis to the Monk skill list, IMO. Knowledge of magical beasts (now "psionic beasts?") falls under Knowledge [psionics]. Craft [Alchemy] requires a manifester now, instead of a caster.

Favoured Classes: Some races' favoured classes no longer exist (such as elf/wizard). Assign new favoured classes to those races.

Class Abilities: Decide if barbarians lose psionic focus while raging. Perhaps allow lurks to access [ambush] feats (Complete Scoundrel), as long as they are psionically focused. Ki Strike (magic) is now Ki Strike (psionic), for the monk.

Races: Decide which psionic races are allowed. Alter Dwarf's +2 vs. magic to be +2 vs. psionics. The gnome's capability with illusions must be altered.

Monsters: Make all (Sp) abilities (Ps), but otherwise little changes are required for most simple monsters. Only undead which can propagate on their own occur often (wights, vampires, etc...). Monsters with "effective levels" in dropped classes will need replacement classes. Spell Resistance is now Power Resistance. DR X/magic is now DR X/psionic.

Prestige Classes: Lot's of magically-augmented prestige classes are now no longer viable, or cannot be translated into psionics properly. Make up a few of your own to fill in "gaps."

All I can think of for now. Not everyone will agree with these changes, they are just suggestions from my experience.

For me, this is just the tip of the iceberg, since I added the Region of Dreams to the cosmology, as well as the Lucid Dreaming skill. But that's a whole other can-o-worms.

Anyways, good luck! :)
GuardianLurker

11-18-07, 03:17 PM
I'll be one to chime on healing. Though not for straight HP cure-style healing. That's fairly well handled in the XPH. What you'll notice a lack of is the other forms of "curative" magic - poison, disease, and ability damage are all very hard to deal with using the core psionics. In some cases, the powers are just a level or two higher than their non-psionic counterparts, but there are a few that are just *missing*.

MmenonicSV mentioned most of the remainder, but I'd like to emphasize the deadliness of psionics-only at low to mid levels. Psionic Revivify has a time limit measured in rounds, so unless you have it right there when the death happens, it's useless. It also requires an intact body. Outside of that, the only other psionic resurrection powers are Bend Reality and Reality Revision. Basically, there's no going back to town to raise dead characters.

You'll also want to supplement the XPH with Hyperconscious (from Malhavoc Press, available in PDF), and Untapped Potential (from Dreamscarred Press, available in PDF). You will want to borrow Complete Psionics to see if there's enough good stuff in it to merit acquiring, as well. Be warned however, that while there is a fair bit of good stuff in CPsi, much (most?) of it is flawed, and there's a lot of just outright what-were-they-thinking? garbage.

I'd also suggest supplementing the rules with some others as well, mixed to your taste. I added Shadow Magic and companion spirits to mine, for instance, but ToB or others can also be used as well.

If you'd like a much more detailed example, check out my wiki and blog (in the sig).
CrimsonDeath

11-18-07, 05:05 PM
Is there any way to psionically remove a curse?

Also, with no easy way to cure poison or disease, the Heal skill is going to get a lot more useful.
InkBlot

11-18-07, 06:59 PM
There's no way to use psionics to remove a curse, but there's also no way to use psionics to curse someone. So in a psionics-only campaign it's not an issue.

Healing ability point damage is as easy as using empathic transfer followed by body purification. If the damage isn't severe, you could even skip body purification and just sleep it off (especially if you have the Mind Over Body feat, which happens to be a prereq for Sangehirn ).
alchemyprime

11-18-07, 07:23 PM
Another thought of mine is weaponry.

On the one hand, damage is no problem, as psychokinetic burst weapons, deep crystal and the enhancements all normally exist.

However, make analogs for the other weapon damage types.

Examples:
Energy ray for (Flaming, Screaming, Frost, Shock) and their burst equivalents.
Exhalation of the Black Dragon for Corrosive and Acidic Burst.
Concussion Blast for force full.
Astral Traveller for Ghost Touch?
Metaphysical Weapon/Claw for Keen?

Hm... if only my groups would do psionics only... some are excellent psionicists, some practically go on psionic witchhunts.

Oh, an idea to adapt from CAr is this: Use wafers instead of potions. Little crackers with the effects of healing spells, but at a higher price. Just to help with the healing thing. Maybe make them only available from a certain race (My bets are Elan and Thri-kreen.)
InkBlot

11-18-07, 07:25 PM
Weaponry is not a problem.

Psionic item creation feats can create any magic item as a psionic item, using equivalent prerequisites. This isn't a suggestion or a houserule; it's RAW. It's mentioned in passing in the XPH, and spelled out loud and clear in the Magic Item Compendium.
JulesCARV

11-18-07, 08:24 PM
Another issue is that while psionics has its fair share of buffs, these tend much more weighted toward personal range than magical buffs. Animal affinity, psionic fly, metamorphosis, energy adaptation, expansion etc, are all personal, while bulls strength/cat's grace etc, fly, polymorph, protection from energy, enlarge person etc are all touch. Those accustomed to little amenities like a wizard enlarging a fighter, or a cleric casting wind walk on the party at the beginning of the day, might find this aggravating.
CrimsonDeath

11-19-07, 12:14 AM
There's no way to use psionics to remove a curse, but there's also no way to use psionics to curse someone. So in a psionics-only campaign it's not an issue.

Except with a cursed item. And certain monsters inflict penalties that can only be relieved through a Break Enchantment or Remove Curse effect. (I suppose Bend Reality, Reality Revision, or possibly Psychic Chirurgery could work depending on the effect.)
DreamerInsane

11-19-07, 04:19 PM
Another issue is that while psionics has its fair share of buffs, these tend much more weighted toward personal range than magical buffs. Animal affinity, psionic fly, metamorphosis, energy adaptation, expansion etc, are all personal, while bulls strength/cat's grace etc, fly, polymorph, protection from energy, enlarge person etc are all touch. Those accustomed to little amenities like a wizard enlarging a fighter, or a cleric casting wind walk on the party at the beginning of the day, might find this aggravating.

Tome of Battle and Pact Magic offer pretty decent replacements for these. Remember, if the Fighter is instead a Warblade, he has a couple tricks up his sleeve, too, when normal measures fail.

Martial Adepts can gain access to Air Walk and Spider Climb through Shadow Hand stances - Balance On The Sky replicates Air Walk and Dance of the Spider imitates Spider Climb.
Balance On The Sky is unfortunately an 8th level stance and has maneuver prerequisites. Characters who wish mobility, however, can learn Dance of the Spider at fifth level (The stance has no prerequisites, so non-Swordsage adepts can just take the Martial Stance feat to learn it right off the bat, while other characters need to take Martial Study first to gain a maneuver so they qualify for Martial Stance)

Whew, that was long-winded and unclear.
Also, Dragon Shamen (PHB2) offer some degree of party buffing.

IMHO, I wouldn't make a psionics-only campaign - the psionics system is good, but doesn't have breadth of effects traditional magic provides.
Lycanthromancer

11-20-07, 02:43 PM
Heh. I would heartily suggest using MAGIC OF INCARNUM. The system therein is extraordinarily useful to any and all characters, has flavor closely related to psionics (uses soulstuff, rather than pure mental power), can fill in numerous holes, segues really, REALLY well with psionics, and has similar mechanics (though the incarnum 'power points' (essentia) are reusable). Get it. Use it. Love it.

Heck, it's even got psionics stuff inherent in the system, and is presented with extra options from Mind's Eye.

Technically it's not actual magic, though it can create magical effects. :)
Illithid00

11-20-07, 05:46 PM
I agree about using Magic of Incarnum. If you don't like the concept of using "soul-stuff", just change soul-stuff to mind energy from living, dead, and not-yet-born psionic creatures. Just my 2 cents.
solandras

11-22-07, 11:10 PM
I haven't done or played in a psi-only campaign, but I have ran a campaign where psionics is BY FAR the norm while divine and arcane magic is a rarity. These guys have already pointed out alot of the problems, such as alot of the psionic abilities are self-only, which kinda sucks. I really like the idea, plus it's sorta unique so it'll be remembered for a long time with you and your players. Have fun