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TOPIC: Psychic Powers discussion

Psychic Powers discussion 5 years 7 months ago #1

Hi Folks,

I wanted to start a discussion on psychic (psionic) abilities being brought into the realm of True Dungeon. Hopefully, the forum can give Jeff some useful feedback, as he integrates psychic powers into True Dungeon. I'm excited about this new aspect to our character build. Is it possible that the character sheets had to be redesigned to add class-specific psychic abilities? What edition of D&D will these phychic abilities be loosely based on?

Personally, when I was running my campaigns at Central Michigan and Michigan State Universities (in the 1980's - 1st & 2nd editions), psionics added depth to player characters. I did discover that, without careful balance (ie, not allowing certain devotions), players began to exclusively rely on their mental abilities. Soon, I had eight psychics running through my campaign. I hope Jeff "locks" each class ability. Thoughts?
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Last Edit: 5 years 7 months ago by Dennis Burdick. Reason: edit typos
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Re: Psychic Powers discussion 5 years 7 months ago #2

  • jedibcg
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I will be very curious if all characters will get a psychic ability (even the Barbarian). If everyone will just get the same psychic ability or each character have a different one.
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Re: Psychic Powers discussion 5 years 7 months ago #3

  • Harlax
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Dennis Burdick wrote:
Hi Folks,

I wanted to start a discussion on psychic (psionic) abilities being brought into the realm of True Dungeon. Hopefully, the forum can give Jeff some useful feedback, as he integrates psychic powers into True Dungeon. I'm excited about this new aspect to our character build. Is it possible that the character sheets had to be redesigned to add class-specific psychic abilities? What edition of D&D will these phychic abilities be loosely based on?

Personally, when I was running my campaigns at Central Michigan and Michigan State Universities (in the 1980's - 1st & 2nd editions), psionics added depth to player characters. I did discover that, without careful balance (ie, not allowing certain devotions), players began to exclusively rely on their mental abilities. Soon, I had eight psychics running through my campaign. I hope Jeff "locks" each class ability. Thoughts?

Similar experience. Similar timeframe. It also had a rather negative impact on my campaign design. I was constantly having to employ sometimes unsatisfactory limits on the powers to keep things in check.

I let the principle character get too powerful, which only balanced out when he started hiring Henchmen. Then his challenge became keeping the lower level Henchmen alive through encounters sufficient to threaten him.
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Last Edit: 5 years 7 months ago by Harlax.
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Re: Psychic Powers discussion 5 years 7 months ago #4

  • valetutto
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I've played through all the editions and I didn't allow psions until 4th edition. Psionics I allowed in 1st edition because it was hard to get and I kept it limited. It was also sometimes the only/best way to deal with some iconic monsters.

As long as they stay in check and limited in scope I think it will be ok.

There are plenty of people out there that hate psionics with a passion.
Sweet a combat room, we won't take damage!
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Re: Psychic Powers discussion 5 years 7 months ago #5

  • Disbeeleaf
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It can be too powerful if not managed.

My expectation with respect to TD is that the management of psionics will be reactive rather than proactive.
Of all the traits of humanity, there is only one we do not share with other species, which sets us apart and makes us unique <br />-- the ability to imagine.
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Re: Psychic Powers discussion 5 years 7 months ago #6

We never incorporated Psionics into our role-playing games, so I'm really not even familiar with the basics of it as it relates to D&D. It will be interesting to see how it is incorporated into True Dungeon.
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Re: Psychic Powers discussion 5 years 7 months ago #7

  • Brad
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I'm guessing there will be a set list to choose from.

It would be easier to introduce a couple of new powers rather than 10.

for example:

1) Mental defense. Stops psionic attack on you.

2) Mental attack. Requires a slide (like some spells) for a set amount of points unless target has mental defense.

3) Metabolic healing. Heal 5 points as a free action once per game.

4) Danger sense. +1 to initiative rolls

5) absorb disease. Immune to disease.


those are just random off my head type things

utterly looking forward to it tho.
*mental note* always listen to Jeff
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Re: Psychic Powers discussion 5 years 7 months ago #8

  • Xavon
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Telekinesis. Same as Mage Hand scroll. Thus, naturally unusable in any room where it might come in handy.

Levitate. Same as Water Walking effect. Thus, naturally unusable in any room where it might come in handy.
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Re: Psychic Powers discussion 5 years 7 months ago #9

  • Cormroc
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Kurtreznor had some really good thoughts on the matter. The core points are below.kurtreznor wrote:
i suggest using something closer to D&D (at least what i remember of psionics), and each item will grant a number of points. the mask could start us out by granting 3 points. other slots could grant more or fewer based on the slot or rarity (a rare amulet might grant 3, UR amulet gives 7, rare crown 1 point, UR crown 4, etc).

and then there would need to be special psionics cards printed and available during coaching for players who equip at least one item granting psionic points. this card would be a list of powers with how many points it takes to use them, and the bottom of the card is a bunch of boxes (think 20ish, or more when enough items grant psionics), the coach would total up your psionic points and mark off all but that many boxes. as you use the abilities, the DM marks off boxes for the level of the power you use until you run out.

powers can be along the lines of:
1pt - heal self 2hp.
2pt - use any other psionic power as a free action.
3pt - psychic bolt a monster for 5 damage.
5pt - DC ? will save or target stunned for 1 round.
10pt - psychic storm ALL monsters for 23 damage.

we could have a lot of fun coming up with a good list of powers, and if using the point system, be able to have a full range of powers and cost them appropriately.
This has been the best suggestion I have seen for psionics across all the various scattered discussions.
Last Edit: 5 years 7 months ago by Cormroc.
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Re: Psychic Powers discussion 5 years 7 months ago #10

  • Garrison
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While some of these ideas I really like, I think they are more complicated than what we will wind up with.

Ioun stones are psionic already, right?

I have a feeling that psionics in True Dungeon may amount to items that allow non-casters to perform some caster-like things (and thus, essentially allowing casters who use them some additional casting powers).

I could see there being a limit on how many such items could be equipped at once though. Perhaps it would be a flat limit, or perhaps one or more of your mental ability scores would determine it.
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Re: Psychic Powers discussion 5 years 7 months ago #11

  • Brad
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I agree that it should be a simple system.

Adding just a touch of flavour to TD rather than redefining builds and classes.
*mental note* always listen to Jeff
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Re: Psychic Powers discussion 5 years 7 months ago #12

  • Xavon
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Garrison wrote:
Ioun stones are psionic already, right?

In standard D&D, no. At least as for 2E on. In 2E a psionicist could make psionic Ioun Stones, but the default ones were magical.

In TD, probably not, but I cannot answer that for certain.
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