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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
A Unique Psionics System Structure
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<blockquote data-quote="Steampunkette" data-source="post: 8650969" data-attributes="member: 6796468"><p>Returning to this a little later...</p><p></p><p>Psi Dice instead of Psi Points as a mechanic:</p><p></p><p>Rather than expending PP to power abilities, you get a set of Psi Dice. Each augment you want to add to a power has a number of dice-rolls tied to it in the same way PP currently boost the powers shown in the thread.</p><p></p><p>Roll your Psi Dice. On a 1-2 your Psi-dice shrinks by 1 step (d4s are lost this way). If you roll the maximum value, one dice of your choosing gets boosted to the next step, up to your maximum.</p><p></p><p>You start with 2 Psi Dice each 1d4. 50/50 you lose one when you boost a power out of the gate. Which kinda fits, since a boosted Power with 1 PP or Psi-Dice is meant to be just about equivalent to a 1st level spell since the powers themselves are slightly stronger than most cantrips. On a bad day you get 2, on a good day you get more.</p><p> </p><p>At level 2 your Psi Dice Maximum increases to 1d6, allowing you to grow your dice. Level 3 sees you gain a d6 in addition to your d4s. Level 5 increases maximum to 1d8. Level 6 gets you another d6. Level 9 gets you 1d8, level 10 gets you a 1d10 maximum... Level 12 another d8, Level 15 a d10. </p><p></p><p>So you wind up with 2d4, 2d6, 2d8, and 1d10, with a maximum of d10s at level 15.</p><p></p><p>2 at 50% chance of being lost, 25% chance of increase.</p><p>2 at 33% chance of being lowered, 16% chance of increase.</p><p>2 at 25% chance of being lowered. 12.5% chance of increase.</p><p>1 at 20% chance of being lowered. 10% chance of increase.</p><p></p><p>It would make the class -very- gambley.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 8650969, member: 6796468"] Returning to this a little later... Psi Dice instead of Psi Points as a mechanic: Rather than expending PP to power abilities, you get a set of Psi Dice. Each augment you want to add to a power has a number of dice-rolls tied to it in the same way PP currently boost the powers shown in the thread. Roll your Psi Dice. On a 1-2 your Psi-dice shrinks by 1 step (d4s are lost this way). If you roll the maximum value, one dice of your choosing gets boosted to the next step, up to your maximum. You start with 2 Psi Dice each 1d4. 50/50 you lose one when you boost a power out of the gate. Which kinda fits, since a boosted Power with 1 PP or Psi-Dice is meant to be just about equivalent to a 1st level spell since the powers themselves are slightly stronger than most cantrips. On a bad day you get 2, on a good day you get more. At level 2 your Psi Dice Maximum increases to 1d6, allowing you to grow your dice. Level 3 sees you gain a d6 in addition to your d4s. Level 5 increases maximum to 1d8. Level 6 gets you another d6. Level 9 gets you 1d8, level 10 gets you a 1d10 maximum... Level 12 another d8, Level 15 a d10. So you wind up with 2d4, 2d6, 2d8, and 1d10, with a maximum of d10s at level 15. 2 at 50% chance of being lost, 25% chance of increase. 2 at 33% chance of being lowered, 16% chance of increase. 2 at 25% chance of being lowered. 12.5% chance of increase. 1 at 20% chance of being lowered. 10% chance of increase. It would make the class -very- gambley. [/QUOTE]
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A Unique Psionics System Structure
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