RangerWickett
Legend
I'm typing this up before I fall back asleep and forget it.
I always want games to have more interesting mechanics for psychic combat than just making Will saves to avoid damage or penalties or compulsions. I want to be able to visualize a psychic battle, and for players to have a sense of their defenses being eroded. I want a default suite of psychic attacks and defenses that becomes familiar to players.
So, idea. This is rough. Bear with me.
We retool PF2 or DnD5E's* combat system from the ground up to have weapon attacks deal HP damage (as usual), but now crits don't do extra damage. Instead they impose temporary penalties in the form of conditions, which come in eight categories:
1. Bleed (HP damage over time)
2. Daze (they lose an action)
3. Break (damage item)
4. Eye Wound (senses)
5. Mouth Wound (communication)
6. Arm Wound (attacking)
7. Leg Wound (movement)
8. Chest Wound (accumulates levels of exhaustion round by round until you spend a round taking no action, which removes all the exhaustion)
Certain types of attacks are better at causing certain crits. Like, bleeding caused by piercing weapons is harder to stanch. Daze from a bludgeoning weapon is harder to shake out of. If you want to wound, you roll a random limb, but with a slashing weapon you roll twice and pick the result you prefer.
We then use a similar framework for mental conditions.
1. Id (HP damage over time as you lose the will to fight)
2. Ego (they lose an action)
3. Memory (lose proficiency in a thing, or memories of events)
4. Gnosis (lose ability to discern illusion from reality; aka advantage on psychic attacks against you)
5. Semiosis (lose ability to telepathically communicate or project mindscapes)
6. Bind (lose ability to use one type of psychic assault)
7. Kinesis (lose ability to physically navigate the world around you)
8. Superego (become vulnerable to compulsion and charm as your sense of values are eroded)
Psychic attacks would come in a lot of varieties, just like physical attacks, and likewise, some are better at causing certain types of mental crits.
The main suite is:
Mindscape - You create illusions to mess with the person, doing minimal damage but basically teeing up your next attack so you get advantage. Comparable to bludgeoning.
Mindstrike - Just does damage. Comparable to piercing.
Compulsion - Try to make them do or think or feel what you want. Comparable to slashing.
Okay, I'll figure this all out when I'm awake.
*This probably works better with PF2, where a) you have multiple actions, and b) you crit if you beat the DC by 10, instead of having to roll a 20. So it can be worthwhile to spend an action to improve your attack bonus, because crits are cool and we want them to define the big splashy moments of a fight.
I always want games to have more interesting mechanics for psychic combat than just making Will saves to avoid damage or penalties or compulsions. I want to be able to visualize a psychic battle, and for players to have a sense of their defenses being eroded. I want a default suite of psychic attacks and defenses that becomes familiar to players.
So, idea. This is rough. Bear with me.
We retool PF2 or DnD5E's* combat system from the ground up to have weapon attacks deal HP damage (as usual), but now crits don't do extra damage. Instead they impose temporary penalties in the form of conditions, which come in eight categories:
1. Bleed (HP damage over time)
2. Daze (they lose an action)
3. Break (damage item)
4. Eye Wound (senses)
5. Mouth Wound (communication)
6. Arm Wound (attacking)
7. Leg Wound (movement)
8. Chest Wound (accumulates levels of exhaustion round by round until you spend a round taking no action, which removes all the exhaustion)
Certain types of attacks are better at causing certain crits. Like, bleeding caused by piercing weapons is harder to stanch. Daze from a bludgeoning weapon is harder to shake out of. If you want to wound, you roll a random limb, but with a slashing weapon you roll twice and pick the result you prefer.
We then use a similar framework for mental conditions.
1. Id (HP damage over time as you lose the will to fight)
2. Ego (they lose an action)
3. Memory (lose proficiency in a thing, or memories of events)
4. Gnosis (lose ability to discern illusion from reality; aka advantage on psychic attacks against you)
5. Semiosis (lose ability to telepathically communicate or project mindscapes)
6. Bind (lose ability to use one type of psychic assault)
7. Kinesis (lose ability to physically navigate the world around you)
8. Superego (become vulnerable to compulsion and charm as your sense of values are eroded)
Psychic attacks would come in a lot of varieties, just like physical attacks, and likewise, some are better at causing certain types of mental crits.
The main suite is:
Mindscape - You create illusions to mess with the person, doing minimal damage but basically teeing up your next attack so you get advantage. Comparable to bludgeoning.
Mindstrike - Just does damage. Comparable to piercing.
Compulsion - Try to make them do or think or feel what you want. Comparable to slashing.
Okay, I'll figure this all out when I'm awake.
*This probably works better with PF2, where a) you have multiple actions, and b) you crit if you beat the DC by 10, instead of having to roll a 20. So it can be worthwhile to spend an action to improve your attack bonus, because crits are cool and we want them to define the big splashy moments of a fight.