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Clarifying some rules from Psionics Unleashed/PF Core
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<blockquote data-quote="paradox42" data-source="post: 5717219" data-attributes="member: 29746"><p>These aren't obscure details, they're basics of the psionics rules. It's like spellcasters: would you let a Wizard PC in your party cast <em>Fireball</em> and claim it was really dealing 15d6 damage for some reason? And Wizards have school specialty powers too; in fact the Teleportation Subschool specialist introduced in the APG can teleport starting at 1st level (he has limited uses per day and a lower range limit but it's otherwise pretty much the same). So if you had a player who was a Teleportation specialist, and tried to use this at 5th level to poof 30 feet away every round, would you know why that's incorrect and put a stop to it? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p>The lesson here is not to ban psionics; it's to just plain disallow rules sets for which you don't have a handy reference you can use to look things up in play. You don't have to memorize things at all; I don't know anybody who does. I myself have an eidetic memory, and I don't bother memorizing word-for-word descriptions- just a general gist so I know where to go to look things up. Just keep books handy for reference purposes, or a convenient internet-capable device with which you can link to a site like d20pfsrd.com. And I never allow players to use books in my games which I do not personally own a copy of, in some form or another.</p><p> </p><p>Another problem here, which is clearly showing in your responses, is a play style clash. The munchkin player (and yes, by the description it's definitely a munchkin rather than a power-gamer or a rules-lawyer- I've dealt with all three kinds in my games and know the difference) is playing the game as a <em>game</em>, whereas you and the other players are playing it as a <em>story</em>. Playing a RPG for story reasons is perfectly valid; lots of people do it. But if you have a "gamist" in a group of "storyists" then there comes a point where the "gamist" focuses on numbers and powers and ends up dominating the game-rule aspects of play, regardless of what it does to the story the others were constructing.</p><p> </p><p>Recognize the difference, and have a talk with all of your players to find out what sort of game they really want. If Sir Poofs-A-Lot is raining on the fun of the other players, then it's time to discuss measures like forcing him to switch characters or just plain finding another gaming group. This sort of clash of styles invariably causes troubles if it's not dealt with openly and honestly by all concerned.</p></blockquote><p></p>
[QUOTE="paradox42, post: 5717219, member: 29746"] These aren't obscure details, they're basics of the psionics rules. It's like spellcasters: would you let a Wizard PC in your party cast [I]Fireball[/I] and claim it was really dealing 15d6 damage for some reason? And Wizards have school specialty powers too; in fact the Teleportation Subschool specialist introduced in the APG can teleport starting at 1st level (he has limited uses per day and a lower range limit but it's otherwise pretty much the same). So if you had a player who was a Teleportation specialist, and tried to use this at 5th level to poof 30 feet away every round, would you know why that's incorrect and put a stop to it? :) The lesson here is not to ban psionics; it's to just plain disallow rules sets for which you don't have a handy reference you can use to look things up in play. You don't have to memorize things at all; I don't know anybody who does. I myself have an eidetic memory, and I don't bother memorizing word-for-word descriptions- just a general gist so I know where to go to look things up. Just keep books handy for reference purposes, or a convenient internet-capable device with which you can link to a site like d20pfsrd.com. And I never allow players to use books in my games which I do not personally own a copy of, in some form or another. Another problem here, which is clearly showing in your responses, is a play style clash. The munchkin player (and yes, by the description it's definitely a munchkin rather than a power-gamer or a rules-lawyer- I've dealt with all three kinds in my games and know the difference) is playing the game as a [I]game[/I], whereas you and the other players are playing it as a [I]story[/I]. Playing a RPG for story reasons is perfectly valid; lots of people do it. But if you have a "gamist" in a group of "storyists" then there comes a point where the "gamist" focuses on numbers and powers and ends up dominating the game-rule aspects of play, regardless of what it does to the story the others were constructing. Recognize the difference, and have a talk with all of your players to find out what sort of game they really want. If Sir Poofs-A-Lot is raining on the fun of the other players, then it's time to discuss measures like forcing him to switch characters or just plain finding another gaming group. This sort of clash of styles invariably causes troubles if it's not dealt with openly and honestly by all concerned. [/QUOTE]
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