Psionics in Spelljammer

Post/Author/DateTimePost
#1

Dragonhelm

Sep 05, 2003 11:04:51
I was wanting to get an idea of how many people here used psionics in Spelljammer (no matter the system) and, if so, how you applied it, or would apply it if given the opportunity.

For example, I have this basic idea for a crystal sphere where the crystal of the sphere is somehow psionic in nature. Everyone within the sphere is at least a wild talent, if not a full blown psion. Ships from this sphere is psionic-driven with psionic helms.

I could also see a war with the illithids in which psions are recruited to do battle with them.

So, how do you guys feel about using psionics in your SJ games, and how would you implement psionics if you were to use them?
#2

zombiegleemax

Sep 06, 2003 6:57:16
I think SJ fans should think about lobbying for SJ to be one of the mini campaign settings in d20Modern: Future. I think the Modern ruleset would fit the setting a lot better, and it would make for an interesting Urban Arcana alternate future setting to the inevitable Tech Noir near future cyber-punk, Gene-tech and Transhuman Space-esque settings that will inevitably be there (and this will have the advantage of allowing a backdoor "Space: 1899" setting just as UA when combined with the tech noir setting will allow backdoor Shadowrun).

If Spell Jammer is included, provision should be made for psi-jammers (for non-magic campaigns or to provide an interesting adjunct to thje more usual magic powered craft).
#3

nightdruid

Sep 08, 2003 19:40:25
While I have nothing against psionics per say, I've never really seen a system or an explaination of them I enjoy. Maybe use them as a means of beefing up some monsters or for powers for critters like illithids, but rarely in the hands of PC races.
#4

zombiegleemax

Oct 03, 2003 15:48:11
Psionics have been active in my campaign since the release of 2nd Ed. "The Complete Psionicist Handbook."
I admit it is somewhat lacking in the amount of powers available to Psionicists, but with the release of the decks (There was a deck of mage spells, priest spells, and psionic powers from every published source currently available at the time, but the psionic deck added some new 300 powers.) There has never been a problem of class balance or lack of content since.
The incorporation of Psionics into my campaign was relatively smooth and easy. One of my players quickly chose a psionicist as his new main character and it has been going well especially in Spelljamming. (death field is awesome crowd/crew control.)
I don't see any questioning in adding the psionic element to a campaign. It is a substantial enhancement in any way it is used.

Now, Runecasters... that would be a sweet class with some reworking. (my current free time project)

Abysslin
#5

zombiegleemax

Oct 17, 2003 22:07:46
In 2e, I found spelljammer and darksun to be the only settings any of the players (including the DMs) in my groups truelly enjoyed having the Psi abilities available. Darksun I'm not sure the reason, but with spelljammer, it was because it lent a Star Warsian feel to a medeival/fantasy space setting. Spelljammer was such a flexible backdrop to the AD&D system, that it just felt right to be included in the game. I can't really say the same for Greyhawk, FR, or Dragonlance (IMO). The whole swashbucklers in space with magic available, and adding Psi, just made for a fun game.
#6

zombiegleemax

Nov 01, 2003 11:57:10
It depends on the individual crystal sphere, really. Greyspace, for instance, has a healthy dose of psions and psychic warriors, whilst Krynnspace would have none.

--just depends on the local spheres NB
#7

bigmac

Sep 28, 2015 11:46:34

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