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Post by xerxez on Jan 30, 2017 9:53:34 GMT -6
I am aware that many choose not to use this appended feature of the game but it does not seem overly complicated on the face of it. Has anyone made them a regular thing?
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Post by tkdco2 on Jan 31, 2017 14:14:36 GMT -6
I disliked the psionics system, but I played in a couple of groups where it was popular. I always thought it was overpowered, so I didn't allow psionics when I ran.
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terrex
Level 4 Theurgist
Posts: 113
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Post by terrex on Feb 3, 2017 14:46:47 GMT -6
I've always played AD&D 1e. In all of our years, we've only had two psionic PCs. This is more of a result of something we just don't emphasize, rather than issues with the rules. While the rules were a bit fiddly, I found the psinoics as written to be totally viable within the context of our AD&D game.
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Post by xerxez on Feb 3, 2017 15:54:48 GMT -6
I thought about offering a psionic character option if a player was willing to forego having a character class, i.e. you don't have to dice to see if the ability exists and you also get to keep the better of two rolls when hammering out abilities and disciplines. Could be an interesting character. I will be poking through the Monster Manual again to become familiar with those monsters who use psionic powers or affect psionic users. Maybe there is an adventure there!
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Post by talysman on Feb 6, 2017 14:09:56 GMT -6
Back in the'70s, I played a psionic character, although we were mixing OD&D and AD&D rules in general, and I can't tell you how much of each we were using specifically for psionics. My personal experience was that psionics was more of an emergency fallback plan that didn't otherwise impact the game. If you make sure to use the drawbacks as written -- slower or reduce acquisition of main class abilities in OD&D, psionic encounter rolls in either -- it can be pretty balanced.
The specific mechanics, on the other hand, feel way too complicated. Two separate psionic points pools that are sometimes merged for specific effects, and three new attack tables. That's just too much.
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Post by makofan on Feb 14, 2017 8:45:10 GMT -6
I ran a post apocalyptic campaign where the dominant land species were giant insects, and the only classes were fighters, assassins, monks, bards and thieves, but everybody had psionics. It was very Heavy Metal and very strange. But fun.
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Post by foxroe on Feb 15, 2017 0:33:14 GMT -6
When I first played 1ed, I used psionics. It's a bit too clunky of a system IMO, and doesn't really fit with the rest of the rules (as quirky as they can be in and of themselves), so I always house rule the option out.
The 2ed system is much better, but requires obtaining a splat book.
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Post by Finarvyn on Feb 15, 2017 16:24:22 GMT -6
Back in the'70s, I played a psionic character, although we were mixing OD&D and AD&D rules in general, and I can't tell you how much of each we were using specifically for psionics. My personal experience was that psionics was more of an emergency fallback plan that didn't otherwise impact the game. If you make sure to use the drawbacks as written -- slower or reduce acquisition of main class abilities in OD&D, psionic encounter rolls in either -- it can be pretty balanced. The specific mechanics, on the other hand, feel way too complicated. Two separate psionic points pools that are sometimes merged for specific effects, and three new attack tables. That's just too much. Similar to my experience. Psionic characters in OD&D felt wrong in the style of the campaign and the rules weren't very user-friendly, so I gave up playing those types any more. AD&D rules are probably better written, but my experience with psionics was pretty "meh." As an interesting note (which has its own thread somewhere, I think) -- the original Mind Flayer from Strategic Review had a mind attack which was NOT psionic. Prior to OD&D's Eldritch Wizardry supplement, mental attacks were handled a lot like other base attacks instead of through a special rules set.
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Post by talysman on Feb 16, 2017 11:52:58 GMT -6
Back in the'70s, I played a psionic character, although we were mixing OD&D and AD&D rules in general, and I can't tell you how much of each we were using specifically for psionics. My personal experience was that psionics was more of an emergency fallback plan that didn't otherwise impact the game. If you make sure to use the drawbacks as written -- slower or reduce acquisition of main class abilities in OD&D, psionic encounter rolls in either -- it can be pretty balanced. The specific mechanics, on the other hand, feel way too complicated. Two separate psionic points pools that are sometimes merged for specific effects, and three new attack tables. That's just too much. Similar to my experience. Psionic characters in OD&D felt wrong in the style of the campaign and the rules weren't very user-friendly, so I gave up playing those types any more. AD&D rules are probably better written, but my experience with psionics was pretty "meh." The AD&D and OD&D rules are pretty similar, maybe a few tweaks to numbers. But OD&D did have an interesting twist that gets dumped for AD&D: acquiring psionic powers results in a loss of class abilities. As an interesting note (which has its own thread somewhere, I think) -- the original Mind Flayer from Strategic Review had a mind attack which was NOT psionic. Prior to OD&D's Eldritch Wizardry supplement, mental attacks were handled a lot like other base attacks instead of through a special rules set. I've got some scattered rules somewhere for handling psionic attacks as standard attacks. At some point, I should assemble and clean them up for a PDF.
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Post by tkdco2 on Feb 16, 2017 13:39:06 GMT -6
If I ever include psionics in my game, I'll do it the way Geoffrey did it in Carcosa. The only change I'd make is that the powers the players get would remain the same.
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Post by xerxez on Feb 21, 2017 11:27:26 GMT -6
So many creatures with psionic ratings in the MM and so many interesting ways to use them...😃 Mind Flayers are to be feared. I am waiting for our new party to get up a few levels and then they will be able to face one and I'm plotting that adventure already😅
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Post by simrion on Mar 12, 2017 18:16:41 GMT -6
Wasn't there a judges Guild supp for OD&D or AD&D? Mind Masters or something like that. Wonder how those rules stack up?
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Post by tkdco2 on Mar 13, 2017 2:18:51 GMT -6
I know there was a supplement from Role Aids that offered a variant system. But that wasn't until the 1980s-1990s.
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Post by Malcadon on Mar 22, 2017 4:06:11 GMT -6
I was never a fan of "Vancian" spell-casting and I always prefer point-based spell-casting. I tried to make the spell-system like the AD&D Psionics rules, but that system was never viable. It was way more complicated then it need be, poorly executed, and never scaled to levels. (In the end, I found my point-based spell system with the Conan RPG.) The system feels more ideal for Gamma World, as its not bound to character levels, but at the same time, I'm glad GW did not use something so messy and convoluted. Had they simplified it to something more playable for GW, then I'll be all for it. [side tangent] It would be nice to have a simplified point-system for Gamma World (and Mutant Future), so I would not have to deal with arbitrary Mental Mutation per-day/week limits for each of them. It would also be cool to represent the fatigue that comes with the more powerful mutations by pushing character into a coma (until points are recovered to at least 1) who push their mental powers beyond their limit by spending more Psi Points on powerful abilities that cost more then what is in ones PP pool. Although, such a thing would require separating the Mental Mutations list to regular mental mutations (that effects the way the brain works, like Epilepsy and Genius Capability) and Psionic Abilities. This would add an extra few steps to CharGen.
My touch to this would be to group similar Psionic Abilities into "Disciplines", and add ability grades that goes up as you get better that them, so with Telepathy, you start with basic emotional Empathy, that can develop to full-blown ESP; Telekinesis can start with a basic Floating Disc-like ability to move things, then growing to more fine control with Telekinetic Hands. This can be done with with experience level boosts or use ability X about of times, like with Boosts to Mental Strength.
Recently Goblinoid Games did present a neat, clean system found in Apes Victorious (based on the Starships & Spacemen rules) that would work great for GW/MF. (To me, this would be a starting point, as it is really scant on abilities.) |
[/side tangent]
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