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Old 11-03-2002, 05:10 PM   #5
Nerull
Lord Ao
 

Join Date: May 17, 2001
Location: San Antonio, Texas, USA
Age: 55
Posts: 2,069
Quote:
Originally posted by The Hunter of Jahanna:
IMHO they butchered psionics in 3rd ed. Try to find the second ed. handbook for psionics. It makes them MUCH less confuseing. Also Morgeurat is right, your world does sound a lot like Dark Sun.
I admit that the inclusion of psionics makes it sound like Dark Sun, but the only similarity is the inclusion of psionics, mostly in the inclusion of certain psionic races (i.e. a stronger presence of psionics than the standard D&D game). For the most part, it will be very similar to the main game, with non-psionic and magical creatures still dominating the landscape, and the technology level at standard Middle Ages level (though I have been toying with moving it back to a Dark Ages technology level, which is more like the Scots in Braveheart). In other words, the two types of humans will have large differences in their outlook to psionics and magic. The normal humans will embrace magic, and look down upon psionics. The psionic humans will have the reverse reaction. Adventurers may run into an Gnoll ranger, or a Gnoll psychic warrior. Mind Flayers and Yuan-Ti will be more common adversaries for the adventurers than usual.

That's why I want the two types of humans to be balanced with each other. I really don't want one to out-shine the other; I just want them to be different, and that difference to be a major hot-point in the campaign. I figure by adding natural psionic abilities (and taking away the other human abilities) that this would keep them balanced.

I will check out the Dark Sun sight, though.
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