How to make Telekinesis take targeting penalties (range, SM, etc.)?
Standard Telekinesis is essentially a disembodied pair of hands that can float around and manipulate things within ten yards of the user. That range, of course, can be modified, but that's not what I'm looking for.
I want the Telekinesis to start at the user and essentially be targeted at an object. So, if the psion is looking at a sword (SM -4) about 100 yards away (-10), the psion could grab it by rolling against their Telekinesis skill/attribute at a -14 penalty. Essentially, instead of the disembodied hands being able to move freely about their range, they have to be "thrown" by the psion. Then, I suppose, once locked on, the object could be moved around within range. My thought was to add Melee Attack, C, -30%; then add Ranged, +40%; then add Increased Range, LOS, +40% for a neat total of +50% (or ~+25% for Multiplicative Modifiers). It's a bit weird, but it seems like it should work, and the Acc 3 could be enhanced or limited if need be. However, I just want to make sure there isn't a better way to do this. Also, the Ranged enhancement is a bit weird in that its duration is 10 seconds unless the ability lists another duration. For Telekinesis, what would that be? Instantaneous since it's just being used to target? Permanent (ongoing) until Telekinesis lets go? Is it now limited to 10 seconds? As always, thanks! |
Re: How to make Telekinesis take targeting penalties (range, SM, etc.)?
Short-Ranged (PU8:17) is what you want here; 2 levels of it will take you from no range penalties to following SSR like a normal ranged attack. This would come into play on any action that requires you to roll, but as simply holding something (or bringing it to yourself) requires no roll, this usage will be unaffected (actually grabbing the thing to start with, however, would require a roll, and thus would be penalized). This would be Telekinesis (Increased Range, LOS +70%, Short-Ranged 2 -20%) [7.5]/level. Interestingly, it works out to the same net +50% as you calculated with a more roundabout method.
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Re: How to make Telekinesis take targeting penalties (range, SM, etc.)?
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Given that the pricing of Melee is probably assuming the 100 yard default range of Innate Attack / Binding / Affliction, I don't really think it should be worth as many points for an ability that starts at a mere 10 yards. You really ought to take x10 range first to get it to that base 100 before taking melee... Given that TK is already ranged to begin with, taking melee and then ranged again is pretty overcomplicated. I think that if you want to take Increased Range, LOS (which like melee, I think assumes a 100 yard baseline) that you should just increase 10 yards to 100 yards first and then take it as usual. The weird thing about TK range is that the range actually does a couple things: 1) the maximum range your TK hands can move away from you (or you from them) 2) the max range your TK hands can be CREATED from you I could actually see treating these as separate ranges, maybe requiring separate enhancements? It could be interesting to have someone who could send their TK hands up to 1000 yards away, but who could only create them out of thin air within 10 yards of themself, as an example. Perhaps that could be treated like the 1/2D statistic, as a secondary sort of range which could be lesser or equal? Does anyone know what happens if your hands are the max distance from you and then you suffer knockback away from them, increasing the distance between you BEYOND the max? Not sure if that means they would instantly vanish, or just freeze and not be able to manipulate what they're doing before you get close again... |
Re: How to make Telekinesis take targeting penalties (range, SM, etc.)?
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As for how the Telekinesis range actually covers two things, I agree, and I hadn't ever really thought about that myself. I'd go the other way, though, and say that they're the same range that can be split into two if you want to enhance/limit one (for half-off?). I'd assume there's a third and fourth option for TK hands out of range: 3) they move with you, and 4) they are pulled by the range limit (e.g., if your range is 10 yards, your TK is 9 yards away, and you get knocked back 2 yards, then your TK gets pulled back 1 yard for it to still be within range, though it is now 10 yards from you, not 9). While I didn't intend to think about this, it's actually a pretty darn good question. |
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