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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Old-School Wild Talents for Dark Sun 4e
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 6034262" data-attributes="member: 1165"><p>I wasn't specifically tackling wild talents as an issue, but I've also thought about converting 2e powers to 4e. 2e powers tended to have great flavor, but needed a system like 3e or 4e that cared about game balance.</p><p></p><p>A lot of these powers would be rituals, ritual-like or let you use a specific ritual 1/day for free (no components, etc). Psychometry, for instance, would be a ritual. There's little need to use such a power "that fast". Absorb Affliction could be a ritual; I don't see why it needs to a minor action, since it's essentially Cure Disease without components.</p><p></p><p>I noticed a few powers mentioned (dis)advantage on skill checks. Were you planning on using 5e rules, or is that a rule you're importing from 5e?</p><p></p><p>A possible fix for Project Force - it used to knock opponents prone, but only on a "crit". If it's a "controller"-style power, I don't see why it can't just be "Xd6 damage, and the target falls prone". That's actually what I do when I have a monster with the Project Force power.</p><p></p><p></p><p></p><p>This is still a balance issue, and not because wild talents are more powerful than non-talents. (Characters with themes are more powerful than those without, but lots of DMs use them, because themes are generally balanced with each other, and you should either have a "nobody has themes" campaign or an "everyone has themes" campaign.) The problem is that some wild talents are flat-out more powerful than others. These are more balanced than 2e, but there's still a lot of variance with each other. Because they address multiple categories (at-will vs daily, ritual vs attack vs utility combat power vs utility skill power [Enhance Body, for one]) it's probably not possible to balance these.</p><p></p><p></p><p></p><p>I don't miss that aspect; it was like using Turn Undead every round. At least most of the attack modes had a place, in that you could use them against non-psions (mind thrust was the outlier there) but psionic blast was overpowered (it took away 80% of the target's hp, although only in their mind; still, that's a very fast KO).</p><p></p><p>For monsters, I often give them powers like Ego Whip (actually, WotC did too, although I think I've only seen two NPCs with it), Id Insinuation, etc, including the Will of the Way flavor text. I don't think Mind Thrust is broad enough to be giving to NPCs unless it's somehow plot-relevant.</p><p></p><p>Defense modes can go the way of the dodo. Alternatively, they could be used against any mind-affecting ability and not just psionics. (I've given a few monsters Tower of Iron Will, even though none of the PCs in my Dark Sun campaign are psionic; it simply gives the user and its allies a bonus to Will defense as an interrupt.)</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 6034262, member: 1165"] I wasn't specifically tackling wild talents as an issue, but I've also thought about converting 2e powers to 4e. 2e powers tended to have great flavor, but needed a system like 3e or 4e that cared about game balance. A lot of these powers would be rituals, ritual-like or let you use a specific ritual 1/day for free (no components, etc). Psychometry, for instance, would be a ritual. There's little need to use such a power "that fast". Absorb Affliction could be a ritual; I don't see why it needs to a minor action, since it's essentially Cure Disease without components. I noticed a few powers mentioned (dis)advantage on skill checks. Were you planning on using 5e rules, or is that a rule you're importing from 5e? A possible fix for Project Force - it used to knock opponents prone, but only on a "crit". If it's a "controller"-style power, I don't see why it can't just be "Xd6 damage, and the target falls prone". That's actually what I do when I have a monster with the Project Force power. This is still a balance issue, and not because wild talents are more powerful than non-talents. (Characters with themes are more powerful than those without, but lots of DMs use them, because themes are generally balanced with each other, and you should either have a "nobody has themes" campaign or an "everyone has themes" campaign.) The problem is that some wild talents are flat-out more powerful than others. These are more balanced than 2e, but there's still a lot of variance with each other. Because they address multiple categories (at-will vs daily, ritual vs attack vs utility combat power vs utility skill power [Enhance Body, for one]) it's probably not possible to balance these. I don't miss that aspect; it was like using Turn Undead every round. At least most of the attack modes had a place, in that you could use them against non-psions (mind thrust was the outlier there) but psionic blast was overpowered (it took away 80% of the target's hp, although only in their mind; still, that's a very fast KO). For monsters, I often give them powers like Ego Whip (actually, WotC did too, although I think I've only seen two NPCs with it), Id Insinuation, etc, including the Will of the Way flavor text. I don't think Mind Thrust is broad enough to be giving to NPCs unless it's somehow plot-relevant. Defense modes can go the way of the dodo. Alternatively, they could be used against any mind-affecting ability and not just psionics. (I've given a few monsters Tower of Iron Will, even though none of the PCs in my Dark Sun campaign are psionic; it simply gives the user and its allies a bonus to Will defense as an interrupt.) [/QUOTE]
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