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Post by linebeck on Aug 2, 2020 12:42:38 GMT -6
Although not mentioned in the 3LLBs, 1 Ed. DMG p. 182 states:
“If the player party has used psionic powers during the last turn, or spells resembling psionic powers during the last round, then the chance for a psionic encounter will be 1 in 4 if an encounter is otherwise indicated.”
Among the spells listed as resembling psionic powers is ESP.
I have been using ESP extensively in the Castle Greyhawk game I am playing on roll20. It is in many ways a game breaker – the spell lasts approximately two hours and allows my character to detect thoughts behind walls and doors – the party is thus seldom surprised.
I think adding the possibility of psionic encounters is one way of mitigating this spell. The fact that I am ESPing would draw the attention (and thus a chance of encountering) of cerebral parasites, brain moles, demons, or a lich (!) even on level one makes employing ESP far more dangerous.
I like this approach as it is a good way of keeping the spell as powerful as written while at the same time imposing potentially disastrous consequences for its use.
Thoughts?
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Post by talysman on Aug 2, 2020 13:19:12 GMT -6
Eldritch Wizardry says something similar:
"If a psionic is in the party of adventurers or if psionic or psionic-related powers are being used there is a 1 in 6 chance that any encounter indicated is psionic."
That's a lower chance of a pisonic encounter than in AD&D, but: (1) wandering monster rolls are more frequent in OD&D; and (2) Just having a psionic character, even when no psionic abilities are used, is a risk.
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Post by Deleted on Aug 6, 2020 6:08:56 GMT -6
The thought of attracting a Mind Flayer or Intellect Devourer who will sniff you out like a bloodhound for your fertile, tasty brains is a game balancer for sure.
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