Showing posts with label psychic. Show all posts
Showing posts with label psychic. Show all posts

Thursday, January 31, 2019

This Old Dragon: Issue #78

Ok. I will admit. Today is a total cheat. I was not due to post this issue for a few more weeks., but given yesterday's discussion on Psionics and Deyrni I went to my collection and pulled this one out.  Glad I did. This is one of my favorite issues.  So let's mentally project ourselves back in time to October 1983 for issue #78 of This Old Dragon!

As usual, let's start with that cover.  Butterfly winged dragon-like creature feeds their young. Looks like a cool alien landscape too.  I always liked this cover a lot. It had a great Sci-fi and Fantasy feel to it.  Perfect for Dragon really.

The Editorial cover the 1983 (and not the 1988 typo) Gen Con.  Some nice reminiscing.

Letters mostly covers a list of complaints. About copyright issues, about spell rulings, about Sci-Fi being shuffled off to Ares.  Nothing Earth shattering or terribly interesting to us today.

Ah. Here is the main feature and why I grabbed this for today.
Mind Games deals with all sorts of psionics.

Arthur Collins is up first with Psionics is different. . . And that's putting it rather mildly.
First he details what I think was always assumed but never explicit in the rules. Magic comes from without, but psionics are powered from within; the power of the characters' own minds.  Collins also makes some comparisons between AD&D and OD&D psionics AND the issue of whether or not elves should be psionic (I say no).  He spends nine pages discussing all sorts of situations that come in psionics.  So psionic character creation, ability use and of course combat. It is very detailed and honestly, I would not play AD&D 1st Ed psionics without this guide.

Sage Advice deals with various psionic questions. Some seem to contradict advice given in Collins article (namely about psionic elves) but all in all a good read too.  Three full pages of this advice too.

GREAT ad for what would become one of my favorite adventures, Ravenloft.


Yeah. I ate that up.

Next is Overhauling the system. A three-part remedy for problems with psionics by Robert Schroeck.  This deals largely with the fact that you get all your psionic strength points at once. So a first level character with high mental scores (Intelligence, Wisdom, and Charisma) and good rolls can have a ton of points. I think 350 was the maximum, but that is a memory and I am likely wrong.  Schroeck solution? It's a good one really, start with 25 points at 1st level and then gain 15 points per level till they reach their max.  He also suggests a "use them or lose them" option, so psionic characters need to keep using their powers, even if that means that monsters will be attracted to them.   He also suggests some changes to psionic combat.  I like all three of his suggestions and would use this as well.  Astute readers will see that many of these ideas would later be adopted in some fashion or another in 2nd Edition.

Another treat from the past and my past in particular, an ad for Bard Games "Compleat" series.


Arthur Collins is back and this one is a big one, again both in terms of the issue and for me.
And now, the psionicist. A class that moves psionics into the mainstream gives us exactly what it sounds like.  It is based on Katherine Kurtz's Deryni books and it looks great.
The Psionicist is it's own class and it has a monk-like feel to it. The class has some ability score minimums, but nothing at all like I would expect.  It is avialable to humans and half-elves only, but I would say that half-orcs could as well.  No armor, no shields, minimal weapons and no spell use at all.  So no multi- or dual classed magic-user or cleric characters here.
The class progression reminds me of the Magic-User. The psionicst gets a d10 for first level hp and then a d8 till 4th, then a d6 till 7th and then a d4 at 7 and on.  This represents the psionicsts deepening devotion to mental pursuits and not physical ones.  It's an interesting progression.
As expected they get attack modes, defense modes, minor and major Disciplines,  as well as the new Grand Disciplines which they don't even get till 12th level.
Additionally, we get two new minor (devotions) disciplines, two new major (sciences) disciplines, and six all new grand (arts) disciplines.  In particular is the dreaded "healers" power of Severance or the ability to disconnect another's psychic powers.
Whether it looks like this is left to the individual DMs.


The article ends with a great section of psionic-related magic items from the DMG and a bunch of new "magic" items.

This article is followed, again by Collins, about the Deryni race.  It is adapted by Collins with the permission of Katherine Kurtz.  We get a Monster Manual like entry and some notes on Deryni as a race. They can be multi-classed psionists/magic-user or clerics.

We end this section with another one from Collins (seriously did anyone else write this month?) all about the Heroes & villains of the Deryni. This includes the famous Camber of Culdi.

Honestly, if I stopped here that would make this a great issue.  But we are less than halfway through.

Our big adventure is next.  Citadel by the Sea was designed by Sid Fisher.  I remember this one and had a lot of fun with it. But more importantly it was the adventure that convinced me that I could write my own adventures AND get them published.  I mean Sid Fisher, whomever that was, was just a regular guy. He wasn't named Gygax or Moldvay or Holmes and he got his adventure published.  I never got my earliest adventure published, the Knight of the Serpents, but i did get stuff done.
The adventure is a low-level sea-side mystery at a full 16 pages.  I do wish it had been more connected to the psionic stuff, especially since it is for 1st to 3rd level. Ah well, can't have everything.

A couple pages on miniatures from various manufacturers.
A page of the then hottest conventions.

Ah, now here is something.  I remember this article so, so well.
Be thy die ill-wrought? Only those that pass the chi-square test can play by D. G. Weeks asks the age-old question.  Do my dice suck?
This article gives the basics (huh huh) of the Chi-square (x2) goodness of fit test to see if your dice are biased in any way.  You get the basics of the Chi-square test and even a BASIC program to test them.  I remember typing in this program into my TRS-80 Color Computer 2 (I did not have my upgraded Color Computer 3 yet) but I never could get it to work.  I think now it is because I just didn't really understand how the Chi-square worked.  Today I would just drop my numbers into Excel.

The hits keep coming.  Roger Moore gives us a GREAT one.  The ecology of the mind flayer. Not just great information on the Mind Flayer, but also the githyanki and githzerai. This is also the first time I read the word illithid. Like the article The Sunset World that would appear six years later I read and reread this article many, many times. A huge part of my now current adventure campaign, Come Endless Darkness, comes from these articles.

Kim Mohan is getting in on the psychic action too with Spells can be psionic, too. How and why magic resembles mental powers. This lengthy article (6 pages) covers all sorts of Player's Handbook Spells that emulate psionic powers.  We took the opposite approach and looked at how powers could be like spells. I know we referenced this article many times for that.

I know I do this one a lot, but here another ad for my favorite local game store.  Of course at the time Games Plus was 200 miles away from me.  Now it is a very short dirve and I get tickled whenever I see one of these ads. Plus I don't mind giving them some free press. I ordered from them for years via mail.

They still have the same phone number, only the area code has changed around them. 312 to 708 to now 847.

Wow. 3/4ths of the way through and this issue has delivered more to me than 2 or 3 other issues combined.

Pop the clutch and roll! is a set of rules for car chases for Top Secret.  It's a good-sized article, 4 pages, but I can really say anything intelligent about it.

Paul Montgomery Crabaugh is up with a Dragonquest article on hunting in The thrill of the hunt.  DQ is one of those games I always wanted to try out but never did.  I now have a copy of the 1st edition and I am looking forward to trying it out.

Oh and don't look, but the answers to the later "What's New" quiz are listed here.

A few full-page ads. The Gamer Guide has a bunch of smaller ads. Including ads for War Games West and "The Floppy Disk" a store for wargame and RPG software.

Two pages of What's New features some logic problems, maze, and other silliness.
A page of Wormy, and three pages of Snarf Quest.

We end with big ads for Hârn and Middle Earth Roleplaying games.

So. Wow. What an issue. Not only was it full of great 1st Edition material for psionics there is material here that I am STILL using.

Just a great, great issue really.

Want to know what I said about White Dwarf from the same time? Check out White Dwarf Wednesday #46.

Wednesday, January 30, 2019

Class Struggles: Psionics, D.S. al Coda

I have not done a Class Struggles in a while, but something came up to make want to look back at a few I did in the past.


Jason Vey, author and game designer of many systems (currently working with the Troll Lords on Castles & Crusades and Amazing Adventures), recently did a deep dive into the psionic systems of both OD&D and AD&D.  If you have not read his blog, please do. He is more knowledgable about OD&D and AD&D than many of the self-professed experts out there.  He will be the first to claim he doesn't know everything about the games and he has still more to learn, but I will take the opinion of a quiet sage that claims to know only little than a loud-mouthed fool that claims to know a lot.

Anyway, his posts are here:


If you have any interest in psionics or OD&D/AD&D in general then it is a great read. 

I covered similar, but with a different focus, in my Class Struggles posts on Psionics and Psychic Classes, Part 1 and Part 2.  I also covered the Pathfinder Occult heroes book and the Judges' Guild Psychic Witch in detail. 

That's a lot of actual and virtual ink spilled on the subject of psionics.

Today though one of my biggest questions is this.
Do psychic powers belong in Fantasy Role-Playing Games?

Now there are a lot of GREAT game books on psionics and psychic powers.  That is not what this question is about.  This question boils down to a few things in my mind. Should psychic powers exist alongside magic? If they do, can psychic powers interact with magic? Can a character be psychic and magical? 

Jason addresses some of these questions in his first post. He addresses it as his Point 1 ("They [Psionics] are science-fiction feeling and simply don't have a place in a fantasy game.") and later states that it is not the focus of his post.  That's 100% fine. It's not the purpose of his, but it is the purpose of this post. 

Psionics in Fantasy Role-Playing Games

Maybe it was because I grew up in the 70s and played a lot of *D&D in the 80s this question seems bigger to me than maybe it really is.   

Back in my AD&D days, we played in two separate psionic focused games. The first was our regular big AD&D game in which psionic people were inequivalent of witches or mutants. We read a lot of X-Men back then.  So there was a class of psychic characters that would use their psychic abilities to mimic wizards just to survive.  It was a great meta-plot and I have not done anything similar to it for a while.  We also did a limited run "Deryni" game using OD&D but the AD&D psionic rules. I thought they had been the OD&D Eldritch Wizardry rules, but re-reading Jason's posts made me realize that what we were doing was closer to AD&D.

In these games, this worked for us because we kept magic and psionic powers completely separate. Detect Magic would not detect psionic powers. For example, the spell Detect Invisible would not detect someone that was invisible due to psychic powers.  We decided that magical invisibility would "bend the light around you", thus the idea that "shadow" ala the Hobbit, could be seen.  Psychic invisibility edited the person from the minds of those looking.  So mindless creatures could still see a psychically invisible character. 
We had a lot of discussions on what worked when and how.  As I got older I wanted things to be simpler.  

The trouble lies not in the complexity or simplicity of the systems really. The trouble lies in my own bias.


D&D 3.x made some great strides in fitting Psionics into their Fantasy Magic game by largely making psionics just another type of magic.  This is a good thing that helps deal with the host of natively psychic monsters (grells, mind flayers, brain moles, intellect devourers, aboleths) and keeps the D&D 3 mantra of one single system going.  Trouble is with this idea is that psychic powers now do feel just like another form of magic.

D&D 4 also did this, a bit more powerfully and it kept the unique feel of psychic powers <> magic.  Which is quite a feat given that one of the legitimate complaints of D&D 4 is that all the classes feel the same. 

Thinking back to the 70s and the Occult Revival magic and psychic powers were all wrapped up in the same ball of weird-ass, new age, stuff.  While I certainly think that psionics, as they are written in OD&D and AD&D, were influenced more by science fiction stories there is certainly a feeling of the 70s mentality on what these powers are.

For simplicity sake maybe it is as simple as this.
Magic is a power external to those using it. Be it from a god, pact, bloodline or the ability to learn to how to manipulate those same forces. 
Psionics are power from within.  They can mimic magic but are not the same.

So what is the difference then between a Pyromancer (magical fire) and a Pyrokneticst (psychic fire)?  Maybe none from the outside, but one has spent more time in school learning how to use their powers and the other likely spent their time in a mental hospital for using theirs.

Another way I guess to look at it is through the lens of books and television shows. Magic-Users are more like the Magicians, Harry Dresden, and Harry Potter. They study a lot, they know the rules of magic because others have written them down before them. In the case of Harry Potter the magic is outside of them and they manipulate it and in Magicians it takes a lot of learning and practice.  
Psychics are like Tomorrow People or The Gifted.  There are certain things they can do but they have had no training, and sometimes it is painfully obvious they haven't.  

I guess in the end here I still don't really have an answer.  
Maybe that is fine. Maybe I don't need an answer to "do psychics belong in a FRPG?" becasue that is not the right question to ask.
Maybe the right question to ask is to borrow from a current meme "Does it bring you joy?" or the question I ask everytime I design a new game or piece of a game, "Will it be fun?"

Do psychic powers belong in Fantasy Role-Playing Games?
Will it be fun?

If yes to the second question, then yes to the first.

Everything else are just details.

Sunday, October 15, 2017

October Horror Movie Challenge: Scanners (1981)

Note: This was supposed to auto-post. So I am posting it now.

Another tape.  This time the 80s classic Scanners.  It has the feel of dawn of the 80s down pat and David Cronenberg is at his best here.  While the cast is forgettable, the never, ever dull Micheal Ironside gives a great turn as the evil Scanner Darryl Revok.  The Prisoner's Patrick McGoohan was almost unrecognizable to me.

The story was fun and had some great moments (the head exploding).

Connor loved the psychic story line, he is a sucker for all that.
He did mention, and this is something I have noticed as well, is that as movies get more modern the psychic power level increases.  Compare the Scanners to Dark City or even the Tomorrow People TV show.   He did not care for the end though and I can't blame him.

Both of us were confused about the whole "Scanning a computer" deal.

I loved this poster. Always freaked me out.



Wednesday, May 24, 2017

The Judges Guild Psychic Witch

A few weeks ago I was made aware of the Judges Guild Journal. A newsprint 'zine made by JG back in the 70s "dedicated to Swords and Sorcery fantasy gaming".  In particular, I was made aware of issue 7 (p) and their witch class.

Issue 7 was published in December 1977.   For some perspective, the first Dragon Magazine witch was published in March 1977, though they claim to have received the manuscript for it 15 months prior.  OD&D Supplement III, Eldritch Wizardry was published in 1976.

I mention Eldritch Wizardry because the Judges Guild witch, like my own, was very much inspired by it.

The article is on one broadsheet or about two typed pages.  Titled "Witchcraft in Dungeons and Dragons" and Phil Benz as it's byline.

I have to give this article a lot of credit.  It really went outside the box with this class.  Seventeen levels are presented with roughly the same XP values as the Magic-User and has a d4 for hit point determination.  The 17th level is something called "Emelkartha".  I can only guess this has to do with the Demon Goddess from Gardner Fox's short stories about Niall of the Far Travels.  Which curiously enough appear for the first time in Dragon #5.  Should we call Shenanigans?

What makes this witch different is that she gains psionic powers instead of spells.
Her progression is very much like that found in later 2nd edition supplements on Psioincs and similar to the Basic Psionics book released by +Richard LeBlanc.
Indeed the author claims right away that a better name for the class is "Psionic Woman".   He also makes a good point about the Magic-User being unsatisfactory for a witch class.


The class then goes off into non-psionic and more spell-like areas, with the creation of potions and drugs.   I am also pleased to see the inclusion of talismans, something I also added to my witch class.  There are a lot of witchcraft trapping with this class, but I am not sure how well they mix with the D&D Psionics.

It certainly looks like a fun playable class.
There is a bit here about how males can only become witches under a special contract from Satan!

This article is much smaller than the one found in The Dragon issue #5, but is some ways is a lot more interesting.  I think that the Judges Guild article has the benefit of reading the Dragon magazine one first.  While I have no proof that the Dragon magazine article influenced this one I do find it difficult to believe that someone writing for a 'zine at this time had not read Dragon. Plus the inclusion of Emelkartha, which had only shown up in this one spot prior to this, is kind of a give-away.

Class Struggles: The Problem of the Psychic-Witch
While this might be the first Psychic Witch class published it is not the first one I have seen.  The first one I remember reading was the one from the Mayfair Role-Aids book Witches.  That witch was a "Deyrini" witch and while I was familiar with the stories I thought it was an odd inclusion.  First, the powers were less psychic and still more spell-like.  Also, I never got a witch or a psychic feel from that particular class.
I later made my own "Natural Witch" that was also a Psychic Witch, but again, something about it never quite jelled with me. This is one of the reasons you don't see a psychic witch in my books now. I could never get it to work right for me.

The closest thing I have been able to get to a psychic witch I really like are my Sisters of the Aquarian Order.

I think the issue is that like D&D, I grew up in the 70s and 80s.  The 70s saw the Occult Revival and the 80s saw the Satanic Panic.  This has forever locked witches, occultism, and psychic abilities together in my mind. If you read anything published in the 70s about witches they often talk about enhancing their psychic powers.  I could see a witch, instead of mixing potions or collecting herbs, empowering crystals or infusing talismans' with her own psychic power.

Maybe her familiar is not a spirit but a psychic construct of her own "Shadow Self" from Jung.  Her Patron then is a manifestation of her Mana or Higher Self as part of the Collective Unconsciousness (again, Jung).  So the Jungian archetypes of Self-Anima-Mana could map on to Maiden-Mother-Crone representations.
Jung is, and always has been, a huge influence on how I detail the witch archetype for myself. I spent a lot of time in the 80s reading Jung and it is one of the reasons I worked on a Ph.D. in psychology.

Maybe there is something here after all. Maybe it just takes 40 years to get it right!

I'll have to think about this much more.



I am also presenting this as another addition to the RPG Blog Carnival on Occult Mysteries and Magic.


Wednesday, November 11, 2015

Class Struggles: Psionics, Part 2

Psionics
Last week I went over the various Psionic systems that have appeared in print or digital for the D&D game.  This week I want to look at the classes.

One thing that you first discover that psionics were always something that was added on to the game later.  Often there are powers, but no classes to speak of really.  This is certainly true for AD&D1st ed and OD&D.  Interestingly enough (compared to my discussion last week) that in Eldritch Wizardry it is stated rather plainly that Monks (and Druids) can not be psychic.

1991 was a good year for psionics.  We saw the release of the official Complete Psionics Handbook from TSR for 2nd ed and the unofficial Psionics from Mayfair Games Role Aids line.
Both books changed psionics from it's added on system and made something that seemed to fit into the game a little better.  They sacrificed a little of what made the psionics system so alien and different for playability.
The Complete Psionics Handbook introduces the Psionist class.  This class has access to all the powers in the book.  Psionic powers are divided into six groups with major powers, called sciences, and minor powers, called devotions.  Just like AD&D1, but now they are sorted and there are more powers.   The attack and defense powers, for example, are now part of Telepathy.  The system works well and while the psionists has less overall powers than say a wizard has spells the psionist is not limited to how many times they can use their powers, save by PSPs.

Mayfair's Psionics takes a slightly different approach.  In this there is a Psionist class with five different traditions or schools of psionics, Sonimancers, Telepaths, Telekineticists, Pyromancers, and Empaths. So...every Stephen King psychic ever. The psionist usually stays in that tradition.  Powers are categorized by school and then divided by power level, similar to spell level. There are six levels of powers.  Largely it plays the same as the TSR book, but this one feels more like a spell system.  Getting these two books to work together would be a feat to be honest.  There are so many differences between the levels of the powers, the assumptions of the psionist class and even the PSP vs MP power point costs.  Best to choose one system and adapt the other as needed.

I want to give brief mention to the Deryni in Mayfair's Witch book.  While presented as a witch class the are obviously better suited for Psionic use.  Converting them to Mayfair's psionic system would be easier than converting TSR Psionic to Mayfair's.

3e and the OGL comes around and we get a ton of new psionics options including three new classes (and a spell like system).  This in turn gives birth to Pathfinder and the OSR.  One of the first 3rd party books to support psionics was The Quintessential Psychic Warrior from Mongoose. But like most of Mongoose's products from this time it's not very good.
Pretty much everything for 3.x era psionics can be found in the d20 SRD.  Pathfinder, as a system, had not used psionics or psychic powers till this year with the release of the Occult Adventures book.  I am still going throuhg my copy from Gen Con.  Other companies though built off of the SRD and came up with their own books.
Ultimate Psionics is by far the largest at 450+ pages.  This takes the three basic psionic classes from the SRD and expands it to 10 (7 new).  Not to mention pages and pages of powers. I am hard pressed to think of a more complete book.

But sometimes you don't want a 500 page tome.  Sometimes you just want a couple of pages.  Well if the OSR is about nothing else it is about "less is more".  These books are designed for your old school games and are much smaller.

If you are playing Castles & Crusades then the Mentalist class from Amazing Adventures! would port over with hardly an issue at all.  In fact I have done it before and it works so good that Troll Lords should really consider doing it offically.

White Box Options: Psychic Talents [Swords & Wizardry]
At 10 pages this book really exemplifies what people love about S&W.  Quick and easy rules that slot in nicely with the game they are playing.  This is more of a psychic wild talent add on. Feels similar to the wild talent powers in AD&D1 or even OD&D.  Random table of powers and descriptions of all the powers. Not a bad deal for just under 2 bucks.

Old-School Psionics
Designed to be a new psionics system for OSRIC this book introduces the Mentalist class.  Powers are divided out among disciplines going to 7th level.  Powers are treated mostly like spells, but that works well for adding into OSRIC.  Also some psionic monsters are detailed including my favorite (and worth the price of the book) the Doppleganger as a proper psionic monster.  22 pages including cover and OGL.  Very nicely done.

OSRIC Psionic Combat
This book has a lot of charm. A quick look at the author, artist and contributors leads me to believe this was something a whole family put together and then played.  I can relate and honestly the book gets an extra star just for that.  The books covers a very simple psionic combat system and a psionist class.  Nothing more really.  But that is all it set out to do, so great.  I might not play as written, but the detail here is great and would convert nicely to any of the other systems I have used.

Crypts & Creatures Psionics Handbook
At 12 pages for 50 cents this looks like a deal.  But what we have here is a stripped down version of the psionic classes from the d20 SRD for the OSR crowd.  I would have liked to see some more to be honest.  There are classes and powers listed, but not really detailed.  Now for someone this will be just perfect, but most people I think will want some more.

Psionics
This book is designed for the White Star game.Though it can be ported over to Swords & Wizardry with no issues. The psionist is introduced and powers are detailed.  The psionist chooses a focus power area and sticks with that in the game. A nice, simple system with some useful powers.  11 pages with cover and OGL.

There is a psionic system in Realms of Crawling Chaos as well, but I well detail that one on a later date.

And of course the Basic Psionics Handbook.

So if you love psionics and psionic classes there are plenty of choices out there.

Wednesday, November 4, 2015

Class Struggles: Psionics


I might be splitting this into two parts. I have a lot I want to say, not a lot of time to say it all and one of the books I really wanted to talk about is missing from my shelves.

Obviously one of the reasons I wanted to cover this topic this week was the release of the Basic Psionics Handbook.  It is not the first psionics book out there for old school gaming, but more on that later.

Psionics was always an interesting addition to D&D/AD&D.  Back in my AD&D1 days I loved it. Nearly every character had a psionic wild talent or five.  We used and abused the hell out of the rules in the AD&D Player's Handbook.  I know a lot of people at the time hated them, but my group loved them.  Probability Travel became a big deal when traveling between worlds and being Hitchhiker's Guide to the Galaxy fans, Improbability Travel became a thing too. We even created more powers (including a third tier past Sciences) and built our own psionic classes, The Riddlemaster, Shadowmaster and the Beastmaster.

During this time between AD&D1 and AD&D2 I started playing with a group that was using the OD&D rules and a heavily modded set of psionic rules from Eldritch Wizardry.  We all played Deryni characters.  I have to admit these games really got me to rethink how to structure various psionic powers in a game.  On a side note I just picked up a bunch of the old Deryni books at my Library's recent book sale and looking forward to delving into those again.

When I got to college and then AD&D2 I dropped psionics from my games.  I had decided that magic and psionics just don't mix and should not be part of the same world.  I did pick up The Complete Psionics Handbook for 2e because I really wanted to know how they were going to revamp the psionic powers and of course see the first psionic classes.  While I never used the Psioinc rules when running 2e I enjoyed the book.  I even converted my group's old Riddlemaster to a more balanced Adept class.

D&D 3 came around and again Psionics were not part of the corebook, but seemed to be designed with the core rules in mind a little more.  The first book out was the Psionics Handbook.  Psionics for this version are more akin to spells mechanically than any other version.  This was updated for 3.5 in the Expanded Psionics Handbook and the Complete Psionic.

There is something going on here that I will get to in a bit.

We come up to more modern times and D&D 4.  Player's Handbook 3 and Psionic Power introduce us to yet another psionic system.  Now in this edition the Monk is a psionic based character class, which I like.

The interesting thing here is that between all four major editions of D&D, the psionic systems are all different and for the most part largely incompatible with each other. There are really only a few classes they have in common. Each edition has their fans.  I personally like the AD&D1 system the best, but that is largely because that is the one I used the most.  D&D3 and D&D4 have some great points about them, mostly how well the psionics system fits in with the main game systems.  D&D 3's "Spell like" system appeals to my sense of game design, even if they lack a certain level "differentness" that I like in my psionics.

There is a new psionic class coming out eventually for D&D 5. It is called the Awakened Mystic and it looks really cool to be honest. It's also different.

Which system do you like?  Which classes?

Next week I want to look over some of the classes in detail.