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[2000AD Gimped non-Judge Psionics?
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<blockquote data-quote="Irishrelief" data-source="post: 7576573" data-attributes="member: 34093"><p>I've had a game running for about three months (every other week with a few breaks). At the start one of my players rolled psychic powers for his mutation. We both were pretty excited to see how they would work in the system and continued on. After the first two sessions (one heavy RP, one heavier combat) I allowed my players to assess their first build and make tweaks now that we all had more experience in the system. My psychic player completely reworked his character into a psyker. He rolled just above average for his power pool and we went on our merry way. A few heisty type missions and all was well, until Friday. Friday my players had to answer for the events set in motion, a block war, and it quickly became the most combat laden session of our campaign. It quickly became known that his abilities were one trick ponies, and that his psy pool wasn't going to let him stay in the fight for long. </p><p></p><p>This brings me to two questions, the first being "Will psionic/psychic powers be addressed in a supplement (Cursed Earth?) soon? Why are psionics, like many other things, so heavily bent in the judges favor? Judges have four classes that provide PSI, all that also provide WIL. This of course lumps in rookie with it's four +1's to any. Psyker only gets PSI.</p><p></p><p>I would appreciate some help and feedback for designing an additional class for civ/perps to take as a more advanced psyker that provides relevant stat increases and isn't overpowered.</p><p></p><p>Speaking of overpowered, can we discuss the Tap NPC? I hate to make a second thread, the Tap on Pg245 punches far above a 5D6 NPC. That or I just manage to make them deadly for a party of 4 6D6 PCs. A single Tap was able to down, nearly killing, two party members and was only defeated because I decided a TPK wasn't fair and had it's kevlar coat destroyed during the fight letting my PCs even damage it significantly. I thought two petty criminals (4D6) and a Tap (5D6) would be an easy challenge for my PC's (6D6), 13 vs 24. Did I evaluate the challenge incorrectly?</p><p></p><p>Ergokinesis tree (pg 81-82) attacks all say PSI vs. DEFENSE. Which defense? Other abilities clearly say which defense they want to attack, checks and attacks on pg 80 says a PSI vs. Ranged, Melee, Vital, or Mental attack is required for unwilling targets. To me implying that all of those are relevant defenses. The same question comes up for Telekinetic Shield, +3 DEFENSE, which? All of them? The rogue psyker NPC gets it to all of them.</p><p></p><p>I know a few of my questions today could be cleared up by just making my own judgement call and using the rule of DM. However, I want to understand what the intent in the book was looking for before I can just throw out what is probably balanced to make the rules clearer. Thanks for your time.</p></blockquote><p></p>
[QUOTE="Irishrelief, post: 7576573, member: 34093"] I've had a game running for about three months (every other week with a few breaks). At the start one of my players rolled psychic powers for his mutation. We both were pretty excited to see how they would work in the system and continued on. After the first two sessions (one heavy RP, one heavier combat) I allowed my players to assess their first build and make tweaks now that we all had more experience in the system. My psychic player completely reworked his character into a psyker. He rolled just above average for his power pool and we went on our merry way. A few heisty type missions and all was well, until Friday. Friday my players had to answer for the events set in motion, a block war, and it quickly became the most combat laden session of our campaign. It quickly became known that his abilities were one trick ponies, and that his psy pool wasn't going to let him stay in the fight for long. This brings me to two questions, the first being "Will psionic/psychic powers be addressed in a supplement (Cursed Earth?) soon? Why are psionics, like many other things, so heavily bent in the judges favor? Judges have four classes that provide PSI, all that also provide WIL. This of course lumps in rookie with it's four +1's to any. Psyker only gets PSI. I would appreciate some help and feedback for designing an additional class for civ/perps to take as a more advanced psyker that provides relevant stat increases and isn't overpowered. Speaking of overpowered, can we discuss the Tap NPC? I hate to make a second thread, the Tap on Pg245 punches far above a 5D6 NPC. That or I just manage to make them deadly for a party of 4 6D6 PCs. A single Tap was able to down, nearly killing, two party members and was only defeated because I decided a TPK wasn't fair and had it's kevlar coat destroyed during the fight letting my PCs even damage it significantly. I thought two petty criminals (4D6) and a Tap (5D6) would be an easy challenge for my PC's (6D6), 13 vs 24. Did I evaluate the challenge incorrectly? Ergokinesis tree (pg 81-82) attacks all say PSI vs. DEFENSE. Which defense? Other abilities clearly say which defense they want to attack, checks and attacks on pg 80 says a PSI vs. Ranged, Melee, Vital, or Mental attack is required for unwilling targets. To me implying that all of those are relevant defenses. The same question comes up for Telekinetic Shield, +3 DEFENSE, which? All of them? The rogue psyker NPC gets it to all of them. I know a few of my questions today could be cleared up by just making my own judgement call and using the rule of DM. However, I want to understand what the intent in the book was looking for before I can just throw out what is probably balanced to make the rules clearer. Thanks for your time. [/QUOTE]
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