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The Sundered Sky 10-08-2009 12:13 AM

GURPS Psionic Powers
 
So, if you've got a copy, what do you think?

I noticed on another thread there seemed to be some confusion or inconsistency as to where to buy it...I got mine from Ebay.

I've got a question already..Psionic Powers has rules for probability alteration, is this the only place in 4th(or 3rd, for that matter) which presents rules for this?

aesir23 10-08-2009 08:21 AM

Re: GURPS Psionic Powers
 
IDHMBWM, but I seem to remember Probability Alteration as one of the listed power examples in Powers.

Dragyn 10-08-2009 08:48 AM

Re: GURPS Psionic Powers
 
Quote:

Originally Posted by aesir23 (Post 863367)
IDHMBWM, but I seem to remember Probability Alteration as one of the listed power examples in Powers.

Yes, on p 132.

Bruno 10-08-2009 02:58 PM

Re: GURPS Psionic Powers
 
Probability Alteration definitely was in Uplift for 3e, and I think the rules there were reprinted from another worldbook (Wildcards?)

Peter Knutsen 10-09-2009 11:15 AM

Re: GURPS Psionic Powers
 
Quote:

Originally Posted by Bruno (Post 863592)
Probability Alteration definitely was in Uplift for 3e, and I think the rules there were reprinted from another worldbook (Wildcards?)

Isn't it just some kind of Enhancement to various luck-type Advantages, to make them active-use? Wishing ot something?

Shrale 10-09-2009 11:26 AM

Re: GURPS Psionic Powers
 
Does Lucky Break involve dropping a die roll by 1 pt (or 3%) ?

If so then I'd probably just make it go "inactive" after a successful use,
then assuming 3% of 365 days is ~10; wait 350 or so days before it
can be used again.

Seems pretty weak though, especially if it's a cinematic style game...
probably relegate that to every 100+ days or so; depending on how
many Perk Points were spent up-front...(assuming one is allowed to
do that).

>

Dragyn 10-09-2009 12:15 PM

Re: GURPS Psionic Powers
 
Um... no?

Quote:

Lucky Break: Once ever, you can move any success roll up
one step, where the steps are critical failure, failure, success,
and critical success. Then this perk (and the character point
spent on it) disappears! This can be cheaper than Influencing
Success Rolls (p. B347), but it must be bought in advance
and only psis with Probability Alteration abilities or Talent
can do so. It can be bought multiple times.
Emphasis mine..

Shrale 10-09-2009 01:59 PM

Re: GURPS Psionic Powers
 
Sorry, I meant the range of the dice-roll, so rolling a 10 (say = success)
means you can turn that into a 3 or 4 (critical success) so it's not a
numbers-driven dealy.

That's quite a hand-wave.

As a player I'd ask the GM for a break on a power that I can use more
often that's not quite as over-the-top :)

>

Bruno 10-09-2009 02:30 PM

Re: GURPS Psionic Powers
 
Quote:

Originally Posted by Peter Knutsen (Post 864125)
Isn't it just some kind of Enhancement to various luck-type Advantages, to make them active-use? Wishing ot something?

No, it was a full leveled Powers based system with i think two or three main powers (the 3e kind of Psionic Powers, not the 4e type).

PK 10-09-2009 04:37 PM

Re: GURPS Psionic Powers
 
Quote:

Originally Posted by Peter Knutsen (Post 864125)
Isn't it just some kind of Enhancement to various luck-type Advantages, to make them active-use? Wishing ot something?

No, it was a leveled power, but done really strangely. Basically, if you had bought enough levels to cover the cost of (say) Ridiculous Luck, then you had Ridiculous Luck. On top of that, you could pay 1d FP and roll skill, if successful you got to use it even if it wasn't recharged. It was a very odd system compared to both other 3e psi and 4e psi.

Quote:

Originally Posted by Shrale (Post 864239)
Sorry, I meant the range of the dice-roll, so rolling a 10 (say = success) means you can turn that into a 3 or 4 (critical success) so it's not a numbers-driven dealy.

That's quite a hand-wave.

Note that it was derived almost verbatim from Influencing Success Rolls (p. B347), an existing (optional) part of the rules.

Quote:

As a player I'd ask the GM for a break on a power that I can use more often that's not quite as over-the-top :)
That'd be Second Chance, unless you wanted a perk that gave you a very slim bonus to be used very rarely. The fact that it goes away is the only reason it's balanced. Something like this might be fair:

Perk: Just Made It

You can retroactively alter any roll you make (for success or damage) by 1. After using this perk, it becomes inactive for the remainder of this game session and the next one.

Example: Jeff games once a week. This week, he rolls a 12 against a Diagnosis skill of 11. He uses this perk to change the roll to an 11, turning failure into success. He cannot use this perk again this game session, or next week's' game session, but it becomes available for the session the week after.

Shrale 10-09-2009 07:13 PM

Re: GURPS Psionic Powers
 
No I meant: "Don't waste time with a one-shot deal unless it's almost a freebie
and get the GM to gimme some freedom with something slightly unconventional
that'll work more often".

:)


>

vitruvian 10-09-2009 07:31 PM

Re: GURPS Psionic Powers
 
Quote:

Originally Posted by Shrale (Post 864421)
No I meant: "Don't waste time with a one-shot deal unless it's almost a freebie and get the GM to gimme some freedom with something slightly unconventional that'll work more often".

Well, basic Luck lets you roll the dice three times and take the best result; which will usually garner you at least one step's worth of change, and frequently more, so on the basis that it's slightly less useful than Luck (but only slightly, since it's also more predictable) I might price this at ~10 CP for a once per hour of play/once per day of game time ability to shift things by one step. Whether greater levels should be taken like Luck (i.e., 20 pts for once per half hour, 40 points for once per 10 minutes, or twice and six times per game day) or just at 10 points per shift, stackable at will so that with 30 points you could shift things one step three times, or shift things three steps one time, I'm not sure.

PK 10-09-2009 09:10 PM

Re: GURPS Psionic Powers
 
Frankly, I'd make that a same-cost variant of Luck, not cheaper. Who hasn't used a Luck roll on a failure only to roll another failure, then another. Depressing. The ability to guarantee a one-step shift is powerful, especially considering that you can turn any success into a crit, which is something that regular Luck isn't actually that likely to do.

The Sundered Sky 10-10-2009 02:39 AM

Re: GURPS Psionic Powers
 
Thank you, Aesir and Fragwulf. I can hunt that info down now.

I remember in GURPS Spirits there was a probability altering portion that was part of the Spirit package, but unlike the other features in the package, no cost was given. I had to "carve out" a price for it by subtracting the costs of all the other attributes from the Spirit template, hah.

smurf 10-10-2009 07:47 AM

Re: GURPS Psionic Powers
 
I found some of it useful.

Parts are too number crunchy but this gave an insight to how to use Powers.

My beef it that a Psi, a half decent one will not be as good as a Mage... IMO Mages now get the upper hand because most of it is buy skill x.

I think the only way to go to levelling the playing field is by using Long Range Distance Mods on B241. Otherwise the skill penalties are disgustingly horrid. Maybe it's my style of game, however I don't want uber smart psis trying to offset a skill penalty (-10 to get some one 100 yards away). Therefore LRD is way of allowing 'moderate down to earth psis' to do stuff whilst not watching the spiralling cost of powers literally eat up points.

carllarson 10-10-2009 09:09 AM

Re: GURPS Psionic Powers
 
Almost all of the ranged Psi Powers have a higher level that reduces range penalties in some manner. I assume RPK designed it this way (actually, IIRC its explicitly stated so) to cover the low power Psi and allow for higher power Psi.

Yes, its very crunchy. Part and parcel of the 4E philosophy.

And yes, a spell-based, or even a ritual-based mage will cost fewer CPs. And could thereby dominate if the systems are placed together in a setting. The only way I see to offset this is to build Magic on the same assumptions, a core Power, and Skills for all.

As a personal note, my players actually prefer Power-built abilites that they can activate without many restriction, over a lesser-costing ritual magic or spell system that takes large amounts of time or variable energy costs. (True, it may be they aren't quite to the level of "Let's use our imagination to get bonuses and munchkin this ritual to its apex of power.") And, they have both, Psi Powers (and some not-so-psi powers) and Path/Book Magic (I use a house rule allowing personal power to enhance rituals, so frex an Aura Reading ritual benefits from ESP talent and abilites).

One of these days, I should probably tweak 4E Spirit metatrait and add the abilites from 3E Spirit Form, and see how that ends up. Although the one thread I recall doing that came up with serious CP spirits. (In some ways, its easier to have the least common denominatot make up the metatrait, and add Psi as needed.)

jeff_wilson 10-10-2009 11:25 AM

Re: GURPS Psionic Powers
 
Quote:

Originally Posted by Rev. Pee Kitty (Post 864333)
Example: Jeff games once a week. This week, he rolls a 12 against a Diagnosis skill of 11. He uses this perk to change the roll to an 11, turning success into failure. He cannot use this perk again this game session, or next week's' game session, but it becomes available for the session the week after.

Jeff is confused and not sure why he would want to pay for a perk that causes him to fail an important medical task and be mocked in perpetuity by Dr House.

Bruno 10-11-2009 09:46 AM

Re: GURPS Psionic Powers
 
Quote:

Originally Posted by jeff_wilson (Post 864724)
Jeff is confused and not sure why he would want to pay for a perk that causes him to fail an important medical task and be mocked in perpetuity by Dr House.

uh.

Roll a 12. Your skill is 11. You fail!

Adjust the 12 to an 11, your skill is still 11. You succeed!

EDIT: oh, looks like I mentally fixed the Reverends wording when reading it ;)


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