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#1 |
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Join Date: Aug 2004
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In this thread, I intend to rough out a primarily skill-based take on psionics, using 3e’s Psionics as inspiration but with a more open-ended and customizable approach. Basic concepts:
Last edited by dataweaver; 08-25-2014 at 02:24 AM. |
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#2 |
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Join Date: May 2009
Location: In Rio de Janeiro, where it was cyberpunk before it was cool.
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I liked it, was about to go to bed when I saw this and thought it was a gem!
In sum, ill refrain from giving further feedback as im sleepy and havent read it all, but I loved at first glance and will post more later on the week. |
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#3 |
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Join Date: Nov 2009
Location: Oregon
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I like what you've got so far. I now definitely see what you meant by a Skills + Advantages approach that's different from the existing 4e Psionics Powers.
I do have one concern about how skills and Potency interact. The effectiveness of a psychic skill is based on the Margin of Success, with Potency adding directly to that margin. In effect, Potency is a limited Talent, but you've priced it at twice what a Talent would be. This may encourage players to just pump up skill (if there aren't many per category) or IQ instead. Personally, I'd lessen the impact of skill, so people who want raw power buy more Potency. Skill should be used for finesse - precise control, special techniques, etc. Maybe they can sacrifice skill to gain power, but it should be draining (higher FP cost?) and not overall as efficient as having higher Potency to start with. |
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#4 |
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Join Date: Aug 2004
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Note that +1 to skill does not equate to +1 margin of success, unless you’ve pretty much maxed out the skill: the average margin of success at skill level 10 (assuming success) is 23/12; the average margin of success at skill level 11 (again, assuming a success) is 28/12. So buying a +1 to your skill at that level gives you slightly less than a half-point (5/12, to be exact) increase in your margin of success, assuming you succeed. As your skill gets higher and success gets more likely, this rate increases, until it approaches one; but it never quite gets there.
But you raise a good point: unless I jimmy the system so that margin of success has less of an impact than Potency does, I probably shouldn’t price Potency any higher than an equivalent Talent would cost. So 5, 10, or 15 points per level of Potency. Keeping it from getting out of hand is a function of setting up the progressions of the Parameters as something reasonable. Note also that I haven’t said anything about what the FP costs are. That’s because there may not be any: I’m debating the possibility that FP costs come from incorporating “Costs FP” into the Power Modifier. Likewise, incorporating Requires Preparation into the Power Modifier might result in lengthy rituals a la Path Magic instead of the “concentrate for a second or two” model that one expects from Magic and 3e Psionics. And so on. That said, this is still very much in the brainstorming stage. And then there’s the possibility of applying the Extra Effort rules to Potency to exceed its usual limits… |
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#5 | ||
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Join Date: Nov 2009
Location: Oregon
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Quote:
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Anyways, that's just my preference, to fit my view of fictional psions. It remains to be seen how any of this actually functions in play. Last edited by vierasmarius; 08-25-2014 at 02:45 AM. |
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#6 | ||
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Join Date: Aug 2004
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Quote:
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#7 | |
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Join Date: Sep 2007
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If Y isn't truly a prereq, but some other related application of the power, then X and Y are separate skills. TK Punch doesn't really help TK Lockpicking, no matter how good at punching you get. If the skills are closely related but not really a prereq, they'd be Techniques of some common base skill. Campfire and Fireball might both be Techniques of Create Fire (or Pyrokinesis, if you prefer). (The degenerate case here is naming one of the Techniques the same as the base skill, which is why I avoided calling them "Create Fire" and "Fireball".) This method will be analogous to Ritual Magic, with some number of specialized skills based on some core, with likely several core skills matching the base power Advantages. |
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#8 |
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Join Date: Nov 2009
Location: Oregon
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Perhaps it would help us understand your system better if you can give examples of a psychic skill set, the Potency advantage involved, and how that translates into performing psychic feats. For example, the Telekinesis set could have Lift, Levitate, Deflect, Throw, all governed by TK Potency [X/lv]. Lift takes a modifier for the weight of object moved, the distance to the target, speed of motion, etc.
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#9 |
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Join Date: Jun 2010
Location: Dreamland
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Using absolutely no actual term of Psionics, I'm going to see if I understand this correctly, because your ideas from another thread intrigue me;
Foo_Ad is the potency advantage. It is worth X pts per level. What really hugely matters here is if the trait is exponential, logarithmic, or flat increases. Foo_Skill1 is an example skill. It is priced exactly as a normal skill and is merely here to act as a skill. It describes something you can already do due to Foo_Ad. It is nothing more than Climbing or Acrobatics; something a normal person could do with or without any points in it. Reading your OP, it sounds like Foo_Ad might also be a bad talent. I don't think it should in anyway affect the skill. It's literally there to be your 'ST'. Buying Foo_Ad at level 1 and Foo_Skill1 at IQ+10 gives us a weak and narrow but precise character. Buying Foo_Ad at lvl10 and Foo_Skill1 at IQ-1 gives us a powerful but narrow and hard to control power. To branch out, you'd either get more skills or advantages. Since Foo_Ad isn't really a talent but ST for purposes of whatever skills it offers, then all we have to do is figure out which each level gives us. Now to look at actual psionic abilities, Psychokinesis is quite broad. In Psionic Powers, it points out you need a minimum 31 points to have it all, not including the side powers you can add on. That pushes the value of the first level up to 40 or even 50 pts. Mind, some traits don't line up well with levels properly, and some aren't openended, making high levels less useful or putting a cap on how many you can buy. I'd call it roughly 40pts/lvl (and make that the maximum, maybe ESP and Teleportation are worth that much). So, making each level of Potency 20, 30, or 40pts sounds fair (with a note on limitations for having only one power or a few of the trait, such that some can give a -80%). Then just describe what each level gets you. The first level is somewhere around 1d of damage, a BL of 0.2, a range of X, etc. Separate from all that, there can be Talents or Wildcard skills that encompass the skills you get. As for skill difficulty itself, I like the idea. |
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#10 | |||
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Join Date: Aug 2004
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I think it’s worth noting that despite Potency not adding to the skills, it serves a role very similar to Magery; and as such, should be customizable in many of the same ways. Quote:
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Yes. You also have the option to switch to the Ritual Magic learning scheme for the skills, with a single core skill (e.g., Thaumatology or Ritual Path Magic), one or more Path skills, and individual uses of the power as Techniques. |
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