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#1 | |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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For one thing, "I just got a 10-point psi ability" is barely even a noticeable thing on a 250-point character. Look at the sample abilities munin is proposing. They're all good and reasonable, but they're all really weak. There's just not a lot going on there. Plus, if you were to go with 25 points, you could save tons of work by just using the existing packages in Psis. They're designed not only to be useful and nifty, but to exploit as much synergy as possible -- when a package includes multiple abilities, it does so because they work together really well.
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#2 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Ghostdancer
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#3 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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Actually, I intend to start the characters with 100 point characters + plus one free psionic talent and 10 free points for a psionic power - so even a minor talent should be noticeable. Half of the players haven't played GURPS in a long, long time, and the other half never, so I want to start at low point values and limit the available options at character creation so that they won't get overwhelmed.
Yes, that means that they will be pretty weak when faced with typical challenges of the environment. But on the other hand, they have the functioning support base of a village, which should help - at least, until they are ready to leave it...
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| Tags |
| dark sun, psionic powers |
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