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TOPIC: Psychic Powers discussion

Re: Psychic Powers discussion 5 years 7 months ago #13

  • Picc
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One of the biggest problem with psionics in the early editions was lacking ways to interact with them, while they had a lot of ways to interact with you. That combined with their laundry list of utility powers made them OP.

As long as those are managed they should be fun.
Semper Gumby, Always flexible.
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Re: Psychic Powers discussion 5 years 7 months ago #14

Picc wrote:
One of the biggest problem with psionics in the early editions was lacking ways to interact with them, while they had a lot of ways to interact with you. That combined with their laundry list of utility powers made them OP.

As long as those are managed they should be fun.

I had one player make the psionic roll in early D&D. He of course got some OP ability, which would have been ok is he hadn't been 1st level. It was messed up. Since then, not a fan. I liked the idea but not the implementation. We all moved away before I could figure out how to fix it.

But that seemed like a tacked-on system that wasn't really thought through and balanced. I'm sure TD won't make the same mistake.
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"Ceci n'est pas une pipe" - Magritte
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Re: Psychic Powers discussion 5 years 7 months ago #15

These were going to be my suggestions:

1.) per adventure, selected in the coach's room:

a.) pool of 4 hp "lay on hands" ability for adventure,
b.) +2 AC for one room,
c.) +1 to hit and damage for one room,
d.) +1 to all saving throws for one room,
e.) player ignores MR/DR for first attack once per adventure,
f.) +2 maximum hit points.

2.) give one of the above to each character class, set on the player card.

Balancing psychic abilities can be tricky. I recommend using abilities that are similar to abilities already in use, but at about half as effective. Keep the ability close to the class that has the full power. (i.e. "Lay on Hands" goes to Monk and/or Dwarven Fighter; +2 to AC goes to Fighters, etc.) Psychic powers can be fun, add depth and bring balance to a party. But, can quickly get out of hand, if they make class abilities redundant or underpowered. Be careful.
True Dungeon IS teamwork. Tokens offer a better chance of survival for the team. :-)
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Re: Psychic Powers discussion 5 years 7 months ago #16

  • bpsymington
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Psionic Blast - Once per adventure, can use psionic blast to do X damage to a monster. X = character level (or to make things interesting, player level!)

Body Control - Once per adventure, player may prevent up to X damage.

Levitate - Once per adventure, player may levitate - this can be used as either a feather fall effect, or it can be used to attack a flying monster with a melee weapon.

Augment - Once per adventure, player can add 3 to any number (to hit, AC, melee or spell damage, healing, save throw, DC, etc.)
My posts are back! Yay!

Check out the new Druegar token! Usable by all!
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Re: Psychic Powers discussion 5 years 7 months ago #17

  • PirateSean
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Anybody heard any new rumors about how Psychic Powers will work? Tokens go on sale on Saturday and I think it was mentioned we'd know more by the sale date. Have I missed something somewhere? If not, Jeff, do you have any juicy tidbits to share with us? :)

Sean
"No wizard was ever nice, and no barbarian silly! To the abyss!" - Thundarr the Barbarian
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Re: Psychic Powers discussion 5 years 7 months ago #18

PirateSean wrote:
Anybody heard any new rumors about how Psychic Powers will work?

If you can predict what the powers are, then you can use them.

It's like when I call the psychic hot line. When they ask for a credit card number, I tell them "if you don't know, I want a different psychic."
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"Ceci n'est pas une pipe" - Magritte
Last Edit: 5 years 7 months ago by Brad Mortensen.
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Re: Psychic Powers discussion 5 years 7 months ago #19

Without some clarification, it does make people's purple selection more awkward. :S. I'm inclined to wait, until my customer's can make a better informed decision on their PYP orders. :huh:
True Dungeon IS teamwork. Tokens offer a better chance of survival for the team. :-)
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Re: Psychic Powers discussion 5 years 7 months ago #20

  • jedibcg
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Yeah I wanted to get 10 ISAO but I think I will just get 10 more AoTF to hold onto for a possible future relic.
You either discover a star or you don't, you arrogant punk.


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Re: Psychic Powers discussion 5 years 7 months ago #21

  • Jeff Martin
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jedibcg wrote:
Yeah I wanted to get 10 ISAO but I think I will just get 10 more AoTF to hold onto for a possible future relic.

I plan on posting my initial ideas Wednesday morning for feedback. My plan is to keep it relatively simple. They will grow in power slowly over the years as more Teeth are released -- so it will be an evolving thing.

Thanks for your patience.
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Re: Psychic Powers discussion 5 years 7 months ago #22

  • Kirk Bauer
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Jeff Martin wrote:
jedibcg wrote:
Yeah I wanted to get 10 ISAO but I think I will just get 10 more AoTF to hold onto for a possible future relic.

I plan on posting my initial ideas Wednesday morning for feedback. My plan is to keep it relatively simple. They will grow in power slowly over the years as more Teeth are released -- so it will be an evolving thing.

Thanks for your patience.

So that is what the teeth do? I couldn't be sure but it looked like there wasn't any text on the Tooth of Cavadar #1...

The big question for me is: if you have both the Tooth of the Cavadar #1 and an Ioun Stone Amethyst Ovoid do you get bigger or twice as many phychic powers?
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Re: Psychic Powers discussion 5 years 7 months ago #23

  • quip
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Brad Mortensen wrote:
PirateSean wrote:
Anybody heard any new rumors about how Psychic Powers will work?

If you can predict what the powers are, then you can use them.

It's like when I call the psychic hot line. When they ask for a credit card number, I tell them "if you don't know, I want a different psychic."

:laugh:
Master of All Trades. Well, except Rogue.
I'm feeling more "Persuasive" for Rogue. :laugh:
Forget the Jack.
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Re: Psychic Powers discussion 5 years 7 months ago #24

  • quip
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Brad Mortensen wrote:
Picc wrote:
One of the biggest problem with psionics in the early editions was lacking ways to interact with them, while they had a lot of ways to interact with you. That combined with their laundry list of utility powers made them OP.

As long as those are managed they should be fun.

I had one player make the psionic roll in early D&D. He of course got some OP ability, which would have been ok is he hadn't been 1st level. It was messed up. Since then, not a fan. I liked the idea but not the implementation. We all moved away before I could figure out how to fix it.

But that seemed like a tacked-on system that wasn't really thought through and balanced. I'm sure TD won't make the same mistake.

Yeah, with 1st edition, you could have 1st level characters who could take out some tough monsters single handedly. I especially remember telekinesis. But, then, see the movie "Looper".

The 2nd edition with psionicists and "Dark Sun" psionics was a lot more graduated.
Master of All Trades. Well, except Rogue.
I'm feeling more "Persuasive" for Rogue. :laugh:
Forget the Jack.
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