Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Malhavoc's Mindscapes
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Particle_Man" data-source="post: 706236" data-attributes="member: 892"><p>But remember, its not just a matter of you winning</p><p>the mindscape combat. It is a matter of you NOT LOSING the mindscape combat. So on the uber-stat </p><p>question, you would want the defense against the other guy's chosen mode, as well as the chance of offense. I think it would be safe to say that very few people would take that double risk by trying a non-uber stat. So we come back to the lack of variety problem. On to the example of the mind flayer, I may want to try something that is related to a non-uber stat, and then I remember</p><p>that the mind flayer is trying to get its chosen</p><p>advantage over ME, and that ain't gonna be pretty.</p><p>No way I would risk that. So speaking personally, if I had an uber-stat and ability mods were in play, I would not risk anything not tied to the uber-stat, and its strong guarantee of a good mindscape defense. I think that most people in this discussion group feel the same way, as no one seems to be chiming in to support your view.</p><p></p><p>Think of a parallel -- If you were using a rapier</p><p>(no shield) but had a chance to use a cursed greatsword that was -5 to hit AND gave you a -5 AC penalty, but would do double the damage of your rapier, and you were in combat with a fighter, would you take that kind of risk?</p><p></p><p>In addition, don't forget that with epic rules, an uber-stat can get VERY uber. Like str 100. And some people do play with epic rules. </p><p></p><p>Furthermore, I think a case can be made for avatars having nothing to do with how strong their host is. Avatars seem to be a different kettle of fish. Since this leads to a simplification and not a complication, this is OK. </p><p></p><p>Now your concern is that one would always choose</p><p>the 'best' out of the 12 possible effects for a </p><p>given situation. But it is not always clear what</p><p>the 'best' effect would be. A better to hit roll on one attack? A better will save? Damage resistance? You may or may not know what mode the other person is using, and it is less likely you will know what move an opponent will try in the 'real world'. Thus I do not think that one will </p><p>always fall back on the 'best of 12', since that may not be easy to identify. In some cases, admittedly, it may be. (If you know for a fact that the opponent has a poisons stinger, a good fort save sounds like a plan (but even here, good AC bonus is another tactical option)). This is an acceptable use of tactics -- you make a judgement based on the situation to narrow your options, when that is possible. And since it won't happen all the time, it won't cause one to be a mode #4 guy, or whatever. This happens in gaming all the time. The party has the rogue check for traps when they find a chest. This does not seem to be a limitation that upsets or bores people. So neither would it upset or bore people to realize, "hey, in this particular situation I bet a will save bonus would be useful, so I will try the mode that gives me that". Since situations change, and since people can misread situations, there is little danger of boredom in picking one's mode. There is a danger of exactly that happening with the abilities modifying modes. Few people are going to take a strong 'mode to hit' and 'mode ac' penalty in order to get a slightly more useful effect. Most people would play conservative, and go for the more sure benefit (and more importantly, the more sure chance of denying their opponent a benefit). So I think that the greater variety of tactics, for most players, is preserved by not having abilities affect modes.</p><p></p><p>IMHO, most people's enjoyment of mindscape is therefore increased by NOT having ability mods on modes. Since you could easily add ability mods to modes for your home campaign, I think the simpler way is better. No ability mods for modes. One less thing to calculate on this once per round roll. The enjoyment of most campaigns is increased because of this, and the slight flavour text jarring of modes associated with stats that have no effect on the modes is a trivial thing, in most campaigns, in comparison. Just because powers were tied to ability modifiers doesn't mean that modes have to be. The former, by the way, was precisely to RESTRICT the powers that a particular psion would choose. In your campaign, What I think of as trivial is apparantly not trivial, and you are welcome to change the mindscape rules (I know I am making some of my own changes, as outlined in earlier posts in this thread) but I bet that few others care as much about this as you. </p><p></p><p>Thus I support Bruce Cordell's choice in this matter.</p><p></p><p>All that said, I still think that mind blast/psionic blast is overpowered, but that has been true since 1st ed AD&D. <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></blockquote><p></p>
[QUOTE="Particle_Man, post: 706236, member: 892"] But remember, its not just a matter of you winning the mindscape combat. It is a matter of you NOT LOSING the mindscape combat. So on the uber-stat question, you would want the defense against the other guy's chosen mode, as well as the chance of offense. I think it would be safe to say that very few people would take that double risk by trying a non-uber stat. So we come back to the lack of variety problem. On to the example of the mind flayer, I may want to try something that is related to a non-uber stat, and then I remember that the mind flayer is trying to get its chosen advantage over ME, and that ain't gonna be pretty. No way I would risk that. So speaking personally, if I had an uber-stat and ability mods were in play, I would not risk anything not tied to the uber-stat, and its strong guarantee of a good mindscape defense. I think that most people in this discussion group feel the same way, as no one seems to be chiming in to support your view. Think of a parallel -- If you were using a rapier (no shield) but had a chance to use a cursed greatsword that was -5 to hit AND gave you a -5 AC penalty, but would do double the damage of your rapier, and you were in combat with a fighter, would you take that kind of risk? In addition, don't forget that with epic rules, an uber-stat can get VERY uber. Like str 100. And some people do play with epic rules. Furthermore, I think a case can be made for avatars having nothing to do with how strong their host is. Avatars seem to be a different kettle of fish. Since this leads to a simplification and not a complication, this is OK. Now your concern is that one would always choose the 'best' out of the 12 possible effects for a given situation. But it is not always clear what the 'best' effect would be. A better to hit roll on one attack? A better will save? Damage resistance? You may or may not know what mode the other person is using, and it is less likely you will know what move an opponent will try in the 'real world'. Thus I do not think that one will always fall back on the 'best of 12', since that may not be easy to identify. In some cases, admittedly, it may be. (If you know for a fact that the opponent has a poisons stinger, a good fort save sounds like a plan (but even here, good AC bonus is another tactical option)). This is an acceptable use of tactics -- you make a judgement based on the situation to narrow your options, when that is possible. And since it won't happen all the time, it won't cause one to be a mode #4 guy, or whatever. This happens in gaming all the time. The party has the rogue check for traps when they find a chest. This does not seem to be a limitation that upsets or bores people. So neither would it upset or bore people to realize, "hey, in this particular situation I bet a will save bonus would be useful, so I will try the mode that gives me that". Since situations change, and since people can misread situations, there is little danger of boredom in picking one's mode. There is a danger of exactly that happening with the abilities modifying modes. Few people are going to take a strong 'mode to hit' and 'mode ac' penalty in order to get a slightly more useful effect. Most people would play conservative, and go for the more sure benefit (and more importantly, the more sure chance of denying their opponent a benefit). So I think that the greater variety of tactics, for most players, is preserved by not having abilities affect modes. IMHO, most people's enjoyment of mindscape is therefore increased by NOT having ability mods on modes. Since you could easily add ability mods to modes for your home campaign, I think the simpler way is better. No ability mods for modes. One less thing to calculate on this once per round roll. The enjoyment of most campaigns is increased because of this, and the slight flavour text jarring of modes associated with stats that have no effect on the modes is a trivial thing, in most campaigns, in comparison. Just because powers were tied to ability modifiers doesn't mean that modes have to be. The former, by the way, was precisely to RESTRICT the powers that a particular psion would choose. In your campaign, What I think of as trivial is apparantly not trivial, and you are welcome to change the mindscape rules (I know I am making some of my own changes, as outlined in earlier posts in this thread) but I bet that few others care as much about this as you. Thus I support Bruce Cordell's choice in this matter. All that said, I still think that mind blast/psionic blast is overpowered, but that has been true since 1st ed AD&D. :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Malhavoc's Mindscapes
Top