4E Dark Sun Psionics; Not what you think

Post/Author/DateTimePost
#1

batshido

Aug 07, 2008 10:39:09
Ok, so I'm probably going to start work soon on my version of the 4E Dark Sun setting. For those of you aren't familiar with it, the setting itself practically requires Psionics to be viable. Rather than wait for those to be printed officially (which looks to be at least a couple years off), it looks like I'll need to put something together myself.

Here's the good news; they already exist. I know, there's nothing about them in the PHB or DMG, and only a couple mentions in the MM, but that which will be 4E Psionics (at least for the time being) is already in the books. By now, you probably think I'm raving, but let me explain.

Dark Sun is notable as a setting for a few reasons. First, arcane magic is harmful to the environment. Second, it's a giant freaking desert. Third, it's not tied directly to other planes the way other worlds are. Fourth, Paladins as D&D usually handles them don't exist.

Where does that leave us? Well, Paladins are out. Nobody serves a higher ideal on Athas, it just doesn't make any sense. Warlocks are in a similar situation, since they won't be able to access the planes they need to make their pacts. Wizards will be few and far between, as they've basically been hunted to extinction.

Now, that's a huge chunk of the PHB that's probably not going to see play. Seems like a waste, right? Maybe we can make use of it.

Here's my plan; I want to take powers from each of those classes (Paladin, Warlock and a little bit of Wizard) and turn them into Psionics. It's going to require a little bit of reorganization, but it seems totally doable. It also falls squarely into Successful Homebrew Rule #1: Never build something you can steal.

Here's a rough breakdown;

Telepathy: Star and Fey Warlock powers, a few of the Paladin abilities that establish mental links.

Psychoportation: Fey and Hellock for flight and teleportation.

Psychokinesis: Some Wizard powers, the rest as Warlock (Eldritch Blast) and the Paladin stuff that does radiant damage.

Metacreativity: Wizard and Warlock powers that make big things that move around or summon creatures. This is probably the one that's going to need homebrewed the most.

Clairsentience: Starlock powers. This is another place where I might need to build on.

Psychometabolism: Paladin buffs, anything with a [W] damage entry.

That's an extremely rough sketch of where I'm going with this. I'll probably wind up giving 3 disciplines to each class (Warlock and Paladin) and leaving the powers I scrounge from the Wizard in place there as well. I'm still not sure how I'd do it, though.

Thoughts?
#2

greatfrito

Aug 07, 2008 12:21:46
Thoughts?

Completely doable, and easily so.

When you mentioned tossing out the Paladin, I assumed you would be simply re-naming it to Psychic Warrior, and calling it a day. Many of the powers can work, once the flavor is changed.

But beyond that, looks like a good plan.

Which reminds me... I have this feeiling like I was supposed to be working on something... hmmm... :D
#3

drbeard

Aug 07, 2008 15:01:37
Really, with the Paladin not being attached to any particular morality, I think they'd make a solid class for Templars, champions, and 'Mighty warriors who smite things with huge two-handed weapons.'.

But, 's your bag, man.
#4

lolwatzors

Aug 08, 2008 22:35:04
I was doing the same thing with my 4E DarkSun...Seemed only logical to me, since you're right about the warlocks


As for Paladins, personally think you can have paladins >

Templar serving dragon-kings make execellent paladin idealy (though in the reverse of normal paladins). And exhange all radiant for psychic damage or something, things that represent the nature of the world more.

And the cleric has four builds instead of two, been meaning to work on it over the summer some, but ended up having to spend some serious time on classes this session.