RangerWickett
Legend
So, in physical combat, you have different types of weapons, different damage types, different amounts of damage, various riders on attacks that hit; you have positioning, and hazardous terrain, and forced movement, and concealment, and cover; you have the ability to use actions to heal, or to disengage, or to dodge, or to try to grapple a foe; people can team up against an enemy, or provide defense for someone to withdraw, or buff an ally.
In psychic combat, I use a power, and you make a saving throw. If you fail, in the entirety of the game's rules there are only a handful of ways to mitigate the effects.
I could see a 'mindscape' style system, where in order to defeat someone with psychic attacks you have to engage in a virtual battle on a psychic plane. But the hurdle there is that you'd have parallel action scenes that might not be able to affect each other.
I almost wonder if a FATE style system is easiest. You've got fungible "fate points" that could work on anything, and you have aspects that you can use either in physical or mental combat to gain a bonus or impose a penalty on an enemy. But that's less compelling to me.
In psychic combat, I use a power, and you make a saving throw. If you fail, in the entirety of the game's rules there are only a handful of ways to mitigate the effects.
I could see a 'mindscape' style system, where in order to defeat someone with psychic attacks you have to engage in a virtual battle on a psychic plane. But the hurdle there is that you'd have parallel action scenes that might not be able to affect each other.
I almost wonder if a FATE style system is easiest. You've got fungible "fate points" that could work on anything, and you have aspects that you can use either in physical or mental combat to gain a bonus or impose a penalty on an enemy. But that's less compelling to me.