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Psi Points and a question
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<blockquote data-quote="yrtalien" data-source="post: 7249282" data-attributes="member: 6681998"><p>So PP got changed to a dice pool roll rather than 10 times your PSI rating... last time I played we were using the old rules...</p><p></p><p>Can anyone tell me how this has worked out in their games? I used to argue that the variability inherent in magic justified the larger PP pool (3x [or6] vs 10x) but now the pool has considerably shrunk and I am worried my PsiCop is going to falter next to the TechnoMage. </p><p></p><p>In case someone hasnt figured it out we are playing int he Universe of B5.</p><p></p><p>Anyway, I am considering offering a Benny to the Psionic and I am thinking of tying it in to the B5 P-Rating system. for those that don't know, in this setting Telepaths are rated P1 to P12... there are a few examples of people who exhibit a higher P-rating but generally that is the range. I was going to make P-rating just a rp thing you get a rating and then it never really plays into anything but I'd like to do more with it. i want my characters Psi Cop (all Cops are P12) to be a better Teep than other telepaths... unfortunately natural ability doesnt figure in this way, in this game.</p><p></p><p>Perhaps P-rating could represent a Luck like dice pool that can only be used on Psi powers...</p><p>or you could spend a point to cause any 6 rolled to explode</p><p></p><p>I considered really hitting the wall and saying P1-P5 roll d6s for Psi powers and PP (or just PP which would on average still be less than 10 PSI rating I think)</p><p>P6-P9 d8s</p><p>P10-P11 d10s</p><p>P12+ d12s</p><p></p><p>Although i like that idea (I kind of favor high magic/psi type games) I am really worried about throwing the curve.</p><p></p><p>Does anyone have any suggestions? Ideas for how to incorporate a P-rating?</p><p></p><p>All help appreciated.</p></blockquote><p></p>
[QUOTE="yrtalien, post: 7249282, member: 6681998"] So PP got changed to a dice pool roll rather than 10 times your PSI rating... last time I played we were using the old rules... Can anyone tell me how this has worked out in their games? I used to argue that the variability inherent in magic justified the larger PP pool (3x [or6] vs 10x) but now the pool has considerably shrunk and I am worried my PsiCop is going to falter next to the TechnoMage. In case someone hasnt figured it out we are playing int he Universe of B5. Anyway, I am considering offering a Benny to the Psionic and I am thinking of tying it in to the B5 P-Rating system. for those that don't know, in this setting Telepaths are rated P1 to P12... there are a few examples of people who exhibit a higher P-rating but generally that is the range. I was going to make P-rating just a rp thing you get a rating and then it never really plays into anything but I'd like to do more with it. i want my characters Psi Cop (all Cops are P12) to be a better Teep than other telepaths... unfortunately natural ability doesnt figure in this way, in this game. Perhaps P-rating could represent a Luck like dice pool that can only be used on Psi powers... or you could spend a point to cause any 6 rolled to explode I considered really hitting the wall and saying P1-P5 roll d6s for Psi powers and PP (or just PP which would on average still be less than 10 PSI rating I think) P6-P9 d8s P10-P11 d10s P12+ d12s Although i like that idea (I kind of favor high magic/psi type games) I am really worried about throwing the curve. Does anyone have any suggestions? Ideas for how to incorporate a P-rating? All help appreciated. [/QUOTE]
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