Re: Alternative Psionics
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Re: Alternative Psionics
This brings up a design theory question. Has it been said or does anyone know why the substantial difference between Psionics and Magic exist in GURPS. Most games I've played treat them essentially the same (when they exist together, that is).
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Re: Alternative Psionics
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Re: Alternative Psionics
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The Psionics system, on the other hand, is newer. The 3e system was introduced in that era, of course, so it's somewhat closer to modern-day GURPS. The 4e system, however, is deliberately designed to fit into current sensibilities - it takes full use of the enhancements and limitations that 4e made standard for advantages, for instance. If you're asking "why have different systems at all", though, the answer is probably "because we can"? Expanding on that a bit, one of GURPS' strengths is that it's flexible enough to build different power systems and roughly balance them against each other. So, if you have two different sets of supernatural abilities that actually tend to work rather differently from one another, why not build them as two separate systems, to properly model their different behaviors? Building them on the same framework means you risk warping one or the other in order to fit into a model not designed for it, dissatisfying fans of the compromised set. |
Re: Alternative Psionics
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Re: Alternative Psionics
How did it work in Wizard?
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There was a Telekinetic Fist spell and that sort of thing. There may or may not have been a psionic "Talent" or two in the full Fantasy Trip. Those were effectively advantages. |
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There was no HT stat. |
Re: Alternative Psionics
Fred's description is pretty good.
The Wizard system is recognizably the ancestor of the one in GURPS Magic, especially considering the differences and simplicities in the TFT system and its later evolution into GURPS. (What's this weird new HT stat? Who needs that?) Spells cost a point each during character build, have a skill level based on IQ (all TFT "skills" matched your IQ/DX; "skill" wasn't a separate thing), roll 3d6 to successful cast, casting costs a variable amount of fatigue points depending on the spell, resting more rapidly restores fatigue than the once/day allocation of "mana points" or "spell slots" that was common back in the day. Casting is oriented to combat time, taking just a turn or two for most effects, with the effect scale also being somewhat similar to the Melee weapon effects. (This is a marked contrast with, say, AD&D 1e, where spells tending to be encounter-winning trump cards with the strategy being when best to use your limited number during the dungeon, and with wizards often having nothing useful to do because a fight wasn't worth blowing a spell.) Wizard-versus-warrior could be an interesting fight over a few turns, rather than save-or-die, as you might expect from the arena-combat microgame origins. |
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