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Psionic combat

Has anyone come up with a system for psionic combat that is less cumbersome for 3rd edition?

I dont have a big issue with use of disciplines or powers but the actual use of the psionic attack and defense modes seems to really bog down gameplay.

Ideas? For awhile I thought WoTC would release a book or supplement detailing a better system, but it seems they arent.
 

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Destil

Explorer
Many people find that no psionic combat is the best option. It's typicaly a poor tatictial choice for anything but a few odd monsters...

That said, quickest varient I can come up with off the top of my head follows.

Remove the bonuses and penelties for various attack vs. defense modes. All are now +0 DC except the following.

Non Psionic Buffer is +4 DC for Mind Blast -8 DC for everything else

Flatfooted / Out of PP / No defnese mode: +8 DC for everything

And you no longer need to declare an attack mode first. Revised combat would go like thus:

Attacker - states the're making an attack, chooses attack mode
Defender - declare defense
Attacker - declare attack mode
Will save by defender.

Then you only adjust the DC for Mindblast, a non-psoinic buffer or a psion not using a defense mode.

This removes almost all cross-refrencing. You're left with this, instead of a big chart:
*The DCs for Mindblast are +4 for non psoinic, -8 for psionic
*An attack againt a psionic creature not using a defense mode is +8 DC
*All other attack modes are +0 DC

For Further Streamlining - All attack mode DCs are based on your key ability score for your primary dicipline (psy-warriors use Str). Thus you don't need to remember ego whip is +Dex and mindblast is +Cha, there's only one modifier.
 
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danzig138

Explorer
What I do is this: Both combatants roll 1d20 + Wisdom modifier (or Charisma modifier, player's choice for his character), with an additional +1 bonus gained at every 4th class level (4, 8, 12, 16, and 10). High roll wins, and inflicts, at levels 1 - 3, 1 point of damage to the ability score used by the opponent. At 4th level, this damage increases to 1d2, 1d3 at 8th, 1d4 at 12, 1d6 at 16, and 1d8 at 20th. If the rolls tie, then the psionic combat continues for an additional round. I have powers and feats that provide additional bonuses, defense, and damage. I've been thinking about allowing a character to shunt the damage to his Con at half of what is inflicted.
 

Hashmalum

Explorer
Never mind a new psionic combat system, has anyone come up with a new 3E psionics system? One with a completely different "feel" to it? I'm half-tempted to do it myself, but it's a tremendous undertaking, no doubt about it.

What I don't like about 3E psionics:

(1) Powers of the mind shouldn't use Strength. That's just wrong.
(2) Psionics is not just another way of using magic, IMO. The more ways of accessing magic you have, the more it seems that (ala Shadowrun or Mage: the Ascension) basically anyone can do anything if they want it badly enough. (Some of the lamer PrCs, like dungeon delver, from the splatbooks suffer from the same syndrome). And if focused desire is all it takes, why does anyone bother poring through musty old tomes and gathering rare components at all?
(3) [Related to (2), above] Powers of the mind, distinct from magic, are a distinctly modern or even futuristic concept. Being taken from a distinctly different milieu, they should feel distinctive and different--they should reflect the setting that originated them. If they don't, what is the point? The legends of psychics rarely have them, say, breathing fire. Psychic powers are supposed to be more subtle than that.
(4) Psionics is about relying on your own inner strength, not the power of an external force like magic. As such, the idea of a psionic item is a contradiction in terms.

Well, I'm getting carried away here; maybe I should have just created a new thread called "3E psionics suck". Still, if anyone out there has taken a stab at making a new 3E psionics system, I'd like to hear about it.
 

Viktyr Gehrig

First Post
I agree, I hate a lot of the psionic items-- especially the dorjes.

Storing psionic potential in crystals fits the "feel" of psionics, though, so capacitators make sense, and I think psions should be able to craft psionic weapons and armor.

Psionics should use a different system from magic-- the power levels are appropriate, though, and Psions are even more flexible than sorcerors, since they lack "spell slots" entirely. However, using the Psionics Is Different rules seriously unbalance the game unless the campaign setting is specifically designed to have psionics in it-- meaning there are as many psionic threats as magical ones.
 

Destil

Explorer
Korimyr the Rat said:
Psionics should use a different system from magic-- the power levels are appropriate, though, and Psions are even more flexible than sorcerors, since they lack "spell slots" entirely. However, using the Psionics Is Different rules seriously unbalance the game unless the campaign setting is specifically designed to have psionics in it-- meaning there are as many psionic threats as magical ones.
A much more compatable system I've used successfully to make psionics it's own force, but not overpower magic (note, though, that my world is designed with around 40% psionics and 60% magic, so results may varry):
Psionics are different, but compatible -
These are a set of variant psionics are different rules. They allow the two to affect each other, but at slightly reduced strength, and only if you specifically know what you're facing.
Psionics and magic are highly related, far more so than the default psionics are different rules.

Spell Resistance and Power Resistance
Magical creatures with innate SR have PR equal to their SR - 2. Psionic creatures likewise possess SR = PR - 2. This does not apply to items or spell that grant SR or PR, only class and racial features.

Supernatural Abilities
Clarification - Supernatural abilities are magical by default. Innately psionic creatures with supernatural abilities and supernatural abilities granted from levels gained in psionic classes are psionic.

The following spells / powers can be used in two forms, one affecting psionics, one affecting magic (listed in that order for psionic manifestations, and the reverse for spells). The form used is chosen upon casting / manifestation. Any unlisted power or spell (Dimensional Anchor, See Invisibility, Freedom of Movement et cetera) works at full effect against both magic and psionics, without the user needing to choose one or the other. Theses spells/powers simply work to counter the end effect, not the inherent source of that effect.

Powers
Ablating: Ablating and Aegis. Ablating only functions against negate psionics and negate magic. Aegis functions against dispel magic and dispel psionics, however it only adds +4 to dispelling DC.
Aura Alteration: Aura Alteration and Arcane Alteration. Arcane Alteration does not grant a +2 bonus to the saving throw when used to remove magical effects.
Catapsi: Catapsi and Spelljamming. A spelljamming field doubles the casting time of all spells within the area of effect, it has a 1 full round manifistation time. Within a spelljamming field free action spells are cast as one action spells, one action spells take one full action to cast, full round spells take a full round and a subsequent move-equivalent action to cast and any spell with a casting time in rounds has it's casting time double.
Detect Psionics: Detect Psionics and Detect Magic. Detect magic suffers a -2 penalty to the spellcraft check.
Negate Psionics : Negate Psionics and Negate Magic. You suffer a -2 penalty to all negation checks with negate magic.
Null Psionics Field : Null Psionics Field and Null Magic Field. Null Magic Field has a one full round manifestation time.
Power Resistance : Power Resistance and Spell Resistance. Spell Resistance only grants SR = 10 + level.
Power Turning : Power Turning and Spell Turning. Spell turning only reflects 1d4+4 levels of powers
Reddopsi: Reddopsi and Reflect. Reflect has a one full round manifestation time.
Sense Psionics: Sense Psionics and Sense Magic. Sense magic has an area and range of only 1 mile/ 2 levels.

Spells
Antimagic shell: Antimagic shell and Antipsionic shell. Antipisonic field has a full round casting time.
Detect Magic : Detect Magic and Detect Psionics. Detect psionics suffers a -2 penalty to the psicraft check.
Dispel Magic: Dispel Magic and Dispel Psionics. Dispel psionics has a -2 penalty to all dispelling checks.
Globe of Invulnerability: Globe of Invulnerability and Globe of Psionic Protection. The globe of psionic protection has a full round casting time.
Greater Dispelling: As per dispel magic.
Minor Globe of Invulnerability: Minor Globe of Invulnerability and Minor Globe of Psionic Protection. The minor globe of psionic protection has one full round casting time.
Spell Resistance: Spell Resistance and Power Resistance. Power resistance only grants PR = 10 + level.
Spell Turning : Power Turning and Spell Turning. Power turning only reflects 1d4+4 levels of powers.
[I changed antimagic field back to shell in order to preserve some of the mystical feeling of magic vs. the harder, more natural philosophy feel of psionics. Psionic names aren't really rigorously scientific, but they're a step farther in that direction. That and I like how Antimagic Shell sounds better, anyway.]

In general, crossing between magic and psionics either increases the casting / manifestation time to one full round, or hampers checks, levels, or some other numeric element by -2. This should be simple, consistent, and easy to apply, while also retaining a distinct flavor of difference each.
 
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