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Old 08-19-2017, 09:00 PM   #10
David Johnston2
 
Join Date: Dec 2007
Default Re: Alternative Psionics

Quote:
Originally Posted by Eddie T View Post
Hey all, I'm beginning a new campaign tonight that is essentially High-Tech/Ultra-Tech with Psionics (maybe the occasional mage for shock factor).

I'm seeking feedback on alternative ways to model psionics away from the Advantage -> Talent -> Skill framework. Making the characters, I ran into exactly what David Pulver mentioned in Pyramid 3-29 with underpowered psionics in other chargen aspects. I think I might discuss David's method of using spells as psionics with my group tonight.

Has anyone tried simply removing the Talent step out of Psionics? If so, did it seriously break the Psionic characters in relation to the mundanes? Just looking at it ledger-wise, that seems to give a psychic back a lot of points.

I'm curious as to any other alternatives or ways that you all have adapted the rules at your tables. I said on another GURPS discussion list I'm on, I've owned GURPS 4e since 2005ish, but life has repetitively conspired to prevent me from being able to play and use it until recently. Now I'm trying to relearn the little I knew and at the same time work my way through the multitude of other information that the game has accumulated since my first forays.

I appreciate any ideas!
The psi talents are only five points. If you have so much as two psibiities, it's cheaper to have the talent.
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