Basically, I think Psionics should exist as Arcane Magic because 1) Psi is conceptually messy and 2) The Weave is The Force.
Psionics are an ongoing problem in 5e design. Everyone wants them, nobody agrees on what they should be. Traditionally, psionics have been "magic but not magic magic", with it then being determined that - as Psi comes from the user, things like counterspell and detect magic may not work (an issue for balance). This complicates things by introducing a system of not-magic accessible to players that requires explanation within the broader universe. Because of the popularity and rise of Psionics alongside concepts like Jedi and The Force in the game's history - it can feel somewhat ill-fitting in Sword & Sorcery without clear conceptualisation.
Currently, magic is left intentionally vague to allow DM's control. We have Divine and Arcane magic. Divine is drawn from a god's or the power innate in the natural world and arcane comes from manipulation of/access to The Weave. Some DMs may even rule that divine magic is your god allowing you access to The Weave - or to the powers that the god draws upon from The Weave.
Regardless, we have two systems of magical access: Arcane magic and Divine magic. Psionics and Psi sit outside of this (a mess). Different people want psionics to be different things, but there is general agreement that it's an "other" force that arises from the user. This "other"-ness means it naturally fits things that feel unusual or unnatural to the world (i.e. Mind Flayers) because these designs relish in their "unknown" quality. For player characters, however, a more clear idea of what Psi is will be needed - because Psi will come up often and the ways that magical effects exist within D&D is important for a lot of rules. SCAG even has a section acknowledging the difficulty of this undefined state.
In using psionics in my games, I have found that psionics work best when conceptualised within the current framework of Arcane magic for 5e. This requires some controversial abandonment of what psionics may have been traditionally and in past editions - but allows Psi to exist comfortably within the multiverse. If you make Psi a form of Arcane Magic, but characterise it as magic accessed in an entirely unique way, you maintain the core of Psi without confusing your broader multiverse/the rules. It also clarifies the relationship between Psionics and other magic-user classes.
Psionics, as beings who manifest magical effects (as Psi) from their mind, sound almost similar to Sorcerors. They draw upon an innate power to generate magic. As such, they can be conceptualised alongside all the other Arcane casters - who all already access The Weave in slightly different ways.
Wizard - I study magic to access and manipulate The Weave. Sorcerer - A manifestation of The Weave is in me. Bard - I can use the traditions of songs and words that awaken The Weave. Warlock - My patron has given me gifts from The Weave. Psionic - My mind is connected to The Weave. I can see/feel The Weave.
Yes, it requires you to abandon the idea that Psi is a completely unique force that isn't magic. Yes, I know some people want Jedi and The Force. But 5e already has The Force - it's called The Weave. If you make your Psionics those who have a mental connection with the very flow of The Weave itself - they all of a sudden don't feel so alien, impossible, and confusing to implement in your world.
How do you deal with Psionics and Psi in your design - if at all?
This is an old argument. I've argued your position for decades. It does appear that 5e is already going this direction. Traditionally psionic powers such as Id Insinuation and Mind Whip are spells, I'd argue that all that is needed now is a subclass of Sorcerer focused on such things, Psionic feats have also been published to help with this concept. At this point, it is beating a dead dog.
The one thing I'd argue that still is left to do is to rename the subclass, when it gets published, the "Mystic."
This is an old argument. I've argued your position for decades. It does appear that 5e is already going this direction. Traditionally psionic powers such as Id Insinuation and Mind Whip are spells, I'd argue that all that is needed now is a subclass of Sorcerer focused on such things, Psionic feats have also been published to help with this concept. At this point, it is beating a dead dog.
The one thing I'd argue that still is left to do is to rename the subclass, when it gets published, the "Mystic."
>a subclass of Sorcerer focused on such things
...you mean Aberrant Mind?
Rollback Post to RevisionRollBack
Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
Basically, I think Psionics should exist as Arcane Magic because 1) Psi is conceptually messy and 2) The Weave is The Force.
Psionics are an ongoing problem in 5e design. Everyone wants them, nobody agrees on what they should be. Traditionally, psionics have been "magic but not magic magic", with it then being determined that - as Psi comes from the user, things like counterspell and detect magic may not work (an issue for balance). This complicates things by introducing a system of not-magic accessible to players that requires explanation within the broader universe. Because of the popularity and rise of Psionics alongside concepts like Jedi and The Force in the game's history - it can feel somewhat ill-fitting in Sword & Sorcery without clear conceptualisation.
Currently, magic is left intentionally vague to allow DM's control. We have Divine and Arcane magic. Divine is drawn from a god's or the power innate in the natural world and arcane comes from manipulation of/access to The Weave. Some DMs may even rule that divine magic is your god allowing you access to The Weave - or to the powers that the god draws upon from The Weave.
Regardless, we have two systems of magical access: Arcane magic and Divine magic. Psionics and Psi sit outside of this (a mess). Different people want psionics to be different things, but there is general agreement that it's an "other" force that arises from the user. This "other"-ness means it naturally fits things that feel unusual or unnatural to the world (i.e. Mind Flayers) because these designs relish in their "unknown" quality. For player characters, however, a more clear idea of what Psi is will be needed - because Psi will come up often and the ways that magical effects exist within D&D is important for a lot of rules. SCAG even has a section acknowledging the difficulty of this undefined state.
In using psionics in my games, I have found that psionics work best when conceptualised within the current framework of Arcane magic for 5e. This requires some controversial abandonment of what psionics may have been traditionally and in past editions - but allows Psi to exist comfortably within the multiverse. If you make Psi a form of Arcane Magic, but characterise it as magic accessed in an entirely unique way, you maintain the core of Psi without confusing your broader multiverse/the rules. It also clarifies the relationship between Psionics and other magic-user classes.
Psionics, as beings who manifest magical effects (as Psi) from their mind, sound almost similar to Sorcerors. They draw upon an innate power to generate magic. As such, they can be conceptualised alongside all the other Arcane casters - who all already access The Weave in slightly different ways.
Wizard - I study magic to access and manipulate The Weave.
Sorcerer - A manifestation of The Weave is in me.
Bard - I can use the traditions of songs and words that awaken The Weave.
Warlock - My patron has given me gifts from The Weave.
Psionic - My mind is connected to The Weave. I can see/feel The Weave.
Yes, it requires you to abandon the idea that Psi is a completely unique force that isn't magic. Yes, I know some people want Jedi and The Force. But 5e already has The Force - it's called The Weave. If you make your Psionics those who have a mental connection with the very flow of The Weave itself - they all of a sudden don't feel so alien, impossible, and confusing to implement in your world.
How do you deal with Psionics and Psi in your design - if at all?
This is an old argument. I've argued your position for decades. It does appear that 5e is already going this direction. Traditionally psionic powers such as Id Insinuation and Mind Whip are spells, I'd argue that all that is needed now is a subclass of Sorcerer focused on such things, Psionic feats have also been published to help with this concept. At this point, it is beating a dead dog.
The one thing I'd argue that still is left to do is to rename the subclass, when it gets published, the "Mystic."
>a subclass of Sorcerer focused on such things
...you mean Aberrant Mind?
Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
I would want to use the spell points variant if I was using aberrant mind as a psion.
Pity DnD Beyond doesn't support it.
Personally I think that they should be separate, but at this point it's pretty clear that isn't the direction in which 5e is headed.