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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
[PsiHB]What house rules do you use for making Psionic Wild Talents in 3E?
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<blockquote data-quote="Star Gazer" data-source="post: 43127" data-attributes="member: 2611"><p><strong>Not so Fast! <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=":)" /></strong></p><p></p><p>Ok... before you all go off on your merry ways, there's another possibility, not much different in implementation but vastly different in overall 'feel':</p><p></p><p></p><p></p><p>What does this feat do? It allows the barmaid down the street to have Teleport, if the DM gives up most (usually <em>all</em>) of the Commoner's character level feats for Wild Talent 'chained' feats.</p><p></p><p>It stays true to the notion of Wild Talents being just that: Wild, without unbalancing them. It never allows Psy-Warriors to 'get ahead' nor does it nullify the necessity of a Psion, yet it allows for a Thief with inexplicable abilities, if the PC is willing to pay the price.</p><p></p><p>The idea here is that as a feat, a single 0th level power, usable 2x/day as a spell like ability is balanced, and that by the time a character gets his third feat (6th Character Level), a single 2nd level power is also balanced and so on....with an absolute level limit of 6th level Powers for taking this feat six times. The other abilities, especially parts of feat chains, given up for these powers by the character, is considerable.</p><p></p><p>Is it ever unbalanced? No. A PC who spent 6 feats in a row to achieve mastry of a single 6th level power would be 15th level, magic items, creatable far before 15th level, can give you equivalent abilities for far less price.</p><p></p><p>If anyone <em>still</em> has a problem with this feat, just tack on this line to the end of it:</p><p></p><p>"Due to the incredible mental strain placed upon the mind of the untrained Wild Talent, usage of any of his powers will cost him 10xp/power level, with 0th level powers costing 5xp."</p><p></p><p>Nice, easy control.</p><p></p><p>My 2bits.</p></blockquote><p></p>
[QUOTE="Star Gazer, post: 43127, member: 2611"] [b]Not so Fast! :)[/b] Ok... before you all go off on your merry ways, there's another possibility, not much different in implementation but vastly different in overall 'feel': What does this feat do? It allows the barmaid down the street to have Teleport, if the DM gives up most (usually [i]all[/i]) of the Commoner's character level feats for Wild Talent 'chained' feats. It stays true to the notion of Wild Talents being just that: Wild, without unbalancing them. It never allows Psy-Warriors to 'get ahead' nor does it nullify the necessity of a Psion, yet it allows for a Thief with inexplicable abilities, if the PC is willing to pay the price. The idea here is that as a feat, a single 0th level power, usable 2x/day as a spell like ability is balanced, and that by the time a character gets his third feat (6th Character Level), a single 2nd level power is also balanced and so on....with an absolute level limit of 6th level Powers for taking this feat six times. The other abilities, especially parts of feat chains, given up for these powers by the character, is considerable. Is it ever unbalanced? No. A PC who spent 6 feats in a row to achieve mastry of a single 6th level power would be 15th level, magic items, creatable far before 15th level, can give you equivalent abilities for far less price. If anyone [i]still[/i] has a problem with this feat, just tack on this line to the end of it: "Due to the incredible mental strain placed upon the mind of the untrained Wild Talent, usage of any of his powers will cost him 10xp/power level, with 0th level powers costing 5xp." Nice, easy control. My 2bits. [/QUOTE]
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[PsiHB]What house rules do you use for making Psionic Wild Talents in 3E?
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