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#11 |
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Join Date: Aug 2004
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That will get you a functional psionics system; but that’s all it will get you. I’m trying for something a little more ambitious than that.
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#12 | |
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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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In sum, when making a system to be generalized, I tend to be ambitious only when it concerns to adapting a system to my campaign world. Otherwise ill be constantly reinventing the wheel. |
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#14 | |
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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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#15 |
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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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#16 |
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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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#17 | |||
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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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| powers, psionics, thaumatology |
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