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General Tabletop Discussion
*Pathfinder & Starfinder
Which Psionics rules do you use?
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<blockquote data-quote="Scion" data-source="post: 1361798" data-attributes="member: 5777"><p>I like the pet rocks myself <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> but the main problem is that you are supposed to pick one of your character traits. That means that you get better at something you were already good at most of the time. With familiars you can pick something you want, or a cool creature, sometimes both. Pet rocks just dont do much, and you arent able to choose something you are bad at, so very odd.</p><p></p><p>I think spatula was a bit brief and overly harsh to 2nd ed psionics <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I've played every incarnation of them up from when they first appeared.</p><p></p><p>Mainly, 2nd psionics had a lot of variable powers which were very cool. If a character really wanted to get a power that would generally only be gained at a higher level (a popular one to say is disentegrate) is possible, but the risks are so huge as to make this pointless most of the time.</p><p></p><p>At 3rd level (earliest to be able to use disentegrate 1/day with good stats) the character could use it once per day only, and if they rolled above the con -# then it failed, if they rolled a 20 then they had to save against the power themself at a -5 penalty or be disentegrated, and even if they got the power off the target still got a save. Hardly overpowered <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Sorry for the mini rant, I think that the final 2nd ed version of psionics was great. It had incredible flavor and the few broken parts (and there were, but then there were broken parts for every class at that point) were easy to fix, usually by just adding a word or two here and there.</p><p></p><p>I have big hopes for the next psionics handbook! Anyone know an exact release date?</p></blockquote><p></p>
[QUOTE="Scion, post: 1361798, member: 5777"] I like the pet rocks myself ;) but the main problem is that you are supposed to pick one of your character traits. That means that you get better at something you were already good at most of the time. With familiars you can pick something you want, or a cool creature, sometimes both. Pet rocks just dont do much, and you arent able to choose something you are bad at, so very odd. I think spatula was a bit brief and overly harsh to 2nd ed psionics ;) I've played every incarnation of them up from when they first appeared. Mainly, 2nd psionics had a lot of variable powers which were very cool. If a character really wanted to get a power that would generally only be gained at a higher level (a popular one to say is disentegrate) is possible, but the risks are so huge as to make this pointless most of the time. At 3rd level (earliest to be able to use disentegrate 1/day with good stats) the character could use it once per day only, and if they rolled above the con -# then it failed, if they rolled a 20 then they had to save against the power themself at a -5 penalty or be disentegrated, and even if they got the power off the target still got a save. Hardly overpowered ;) Sorry for the mini rant, I think that the final 2nd ed version of psionics was great. It had incredible flavor and the few broken parts (and there were, but then there were broken parts for every class at that point) were easy to fix, usually by just adding a word or two here and there. I have big hopes for the next psionics handbook! Anyone know an exact release date? [/QUOTE]
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Which Psionics rules do you use?
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