Quote:
Originally Posted by Steven Marsh
Any campaign featuring psi will probably need to come up with its own answers as to what its niche is compared to tech... but that's true with most unusual abilities. ("You will believe a man can fly... on a plane." -- not terribly inspiring.)
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Yeah, with GURPS points system versus equipment any power or advantage can actually be a poor use of points for a power gamer.
THS (in relation to cybernetics and biotech), Technomancer (for magic) are two settings that handled the powers versus tech balance really well.
Theres probably a setting im unaware of where psionics is (just) outclassed by tech in many situations.