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What’s The Big Deal About Psionics?
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<blockquote data-quote="jgsugden" data-source="post: 8570157" data-attributes="member: 2629"><p>Again, the version I ran was an enhanced version of the core rules system, and was evolved on top of the evolution that came from AD&D through 2E and into 3E (and then was an awkward fit but still used to an extent in the very different 4E world). </p><p></p><p>The rules for psionic combat exist in the 3E (Not Expanded) Psionics Handbook. The rules are, IIRC, right before the Powers listing. They feature a bit of 'This defense works better against that attack', but it is more convoluted than the rules I used. IIRC, the Expanded book eliminated the Psionic Combat and folded the attacks and defenses in as powers - a move that made psionic PCs feel more like another version of a wizard. While my recollection is that we tweaked some of our approach to psionics when the expanded book came out, for the most part we did not build around it as our approach was sufficiently distinct. In my systems, the Psychic Warrior remained <em>most</em> inspired by Jedi/Sith concepts, but they had access to a lot of powers that allowed them to modify their attacks, bodies, etc... (mostly psychometabolic, but amongst the other disciplines as well). While your concept would not be "the way" for a psychic warrior under my version of rules, it would be "a way".</p><p></p><p>Most psychic warriors tended to be able to use their mental abilities to augment their fighting capabilities, allowing them greater mobility (and benefits for using that mobility - for example, there was a power that allowed them to make a single weapon attack that was then applied to every creature that was adjacent to them during their movement - that was a favorite way to clear fodder), battlefield control (telekenisis style effects to move combatants, etc...), deception in combat (for example, a power that made enemies see and believe that a friend and enemy had swapped places), etc... </p><p></p><p>However, there were psychic warriors that went in a very different direction. One built himself to be a horror story monster that would convert into a 'death fog', envelop enemies, sap their lifeforce to feed his own PP needs, and then raise their corpses to fight for him. This was achieved through Psychometabloic powers that enlarged him and converted him into gas, Psychokinetic powers that modified life forces (which were delivered as attacks), and Metacreative powers that would fill the husks with Astral Constructs that would wear the bodies like shells. That ended up being the main trick for this PC, but that is how psionics worked compared to spellcasters - fewer tricks, more versatility with each trick.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8570157, member: 2629"] Again, the version I ran was an enhanced version of the core rules system, and was evolved on top of the evolution that came from AD&D through 2E and into 3E (and then was an awkward fit but still used to an extent in the very different 4E world). The rules for psionic combat exist in the 3E (Not Expanded) Psionics Handbook. The rules are, IIRC, right before the Powers listing. They feature a bit of 'This defense works better against that attack', but it is more convoluted than the rules I used. IIRC, the Expanded book eliminated the Psionic Combat and folded the attacks and defenses in as powers - a move that made psionic PCs feel more like another version of a wizard. While my recollection is that we tweaked some of our approach to psionics when the expanded book came out, for the most part we did not build around it as our approach was sufficiently distinct. In my systems, the Psychic Warrior remained [I]most[/I] inspired by Jedi/Sith concepts, but they had access to a lot of powers that allowed them to modify their attacks, bodies, etc... (mostly psychometabolic, but amongst the other disciplines as well). While your concept would not be "the way" for a psychic warrior under my version of rules, it would be "a way". Most psychic warriors tended to be able to use their mental abilities to augment their fighting capabilities, allowing them greater mobility (and benefits for using that mobility - for example, there was a power that allowed them to make a single weapon attack that was then applied to every creature that was adjacent to them during their movement - that was a favorite way to clear fodder), battlefield control (telekenisis style effects to move combatants, etc...), deception in combat (for example, a power that made enemies see and believe that a friend and enemy had swapped places), etc... However, there were psychic warriors that went in a very different direction. One built himself to be a horror story monster that would convert into a 'death fog', envelop enemies, sap their lifeforce to feed his own PP needs, and then raise their corpses to fight for him. This was achieved through Psychometabloic powers that enlarged him and converted him into gas, Psychokinetic powers that modified life forces (which were delivered as attacks), and Metacreative powers that would fill the husks with Astral Constructs that would wear the bodies like shells. That ended up being the main trick for this PC, but that is how psionics worked compared to spellcasters - fewer tricks, more versatility with each trick. [/QUOTE]
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