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General Tabletop Discussion
*Pathfinder & Starfinder
Why Psionics is broken and what to do to fix it
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<blockquote data-quote="Tikiman" data-source="post: 3009731" data-attributes="member: 43159"><p>You're flaming me? I didn't notice that. *looks down at singed arm hair* Oh, THAT'S what that smell is. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p>I sorta do. I've seen people pull off some pretty efficient novas. I basically use the two rules for two different purposes though (an abusable power for TA, metagaming for % cards), so I never really considered their cumulative effects. I suppose you could get away with just one of them, in which case I would recommend the % resource cards more. A lot of the time if people are worried enough to use TA, and I deem it an appropriate usage, I will wave the % cards to avoid TPK situations. So long as they're running like little girls it's all good. <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></p><p>I would absolutely love to see 4th edition introduce a /encounter system, instead of a /day system. I didn't know Tome of Battle had relevant material on it though (haven't been able to snag the book). Between that and what I've read of The Book of Nine Swords, I may very well get my wish.</p><p></p><p></p><p>BESM D20 has an 'Advanced d20 Magic' system that you might be interested in. You don't have any spells/day. Instead, every time you cast a spell you make a Fort save against the spells DC (better spells = higher DC). Every time you cast you take Drain damage (subdual damage, cannot be magically healed). If you pass the DC by 10 or more, you take 1/2 drain damage. If you fail the save, you take double drain damage and must make a Control check (failure results in the spell fizzling, and possibly harmful side-effects for the caster like being Dazed or Stunned). As examples, Magic Missile has a DC of 20 and causes 1d6 drain damage. Fireball has a DC of 34 and deals 1d10 drain damage. Sadly, I haven't found a group that wants to give this system a try, so the book has just been collecting dust.</p><p></p><p></p><p></p><p>And all the editing errors. Can't forget something that shows up at every turn of the page. I especially love how Energy Emanation was changed to no longer allow a save, but the electric variant of it still says it adds +2 to the save DC.</p></blockquote><p></p>
[QUOTE="Tikiman, post: 3009731, member: 43159"] You're flaming me? I didn't notice that. *looks down at singed arm hair* Oh, THAT'S what that smell is. :D I sorta do. I've seen people pull off some pretty efficient novas. I basically use the two rules for two different purposes though (an abusable power for TA, metagaming for % cards), so I never really considered their cumulative effects. I suppose you could get away with just one of them, in which case I would recommend the % resource cards more. A lot of the time if people are worried enough to use TA, and I deem it an appropriate usage, I will wave the % cards to avoid TPK situations. So long as they're running like little girls it's all good. ;) I would absolutely love to see 4th edition introduce a /encounter system, instead of a /day system. I didn't know Tome of Battle had relevant material on it though (haven't been able to snag the book). Between that and what I've read of The Book of Nine Swords, I may very well get my wish. BESM D20 has an 'Advanced d20 Magic' system that you might be interested in. You don't have any spells/day. Instead, every time you cast a spell you make a Fort save against the spells DC (better spells = higher DC). Every time you cast you take Drain damage (subdual damage, cannot be magically healed). If you pass the DC by 10 or more, you take 1/2 drain damage. If you fail the save, you take double drain damage and must make a Control check (failure results in the spell fizzling, and possibly harmful side-effects for the caster like being Dazed or Stunned). As examples, Magic Missile has a DC of 20 and causes 1d6 drain damage. Fireball has a DC of 34 and deals 1d10 drain damage. Sadly, I haven't found a group that wants to give this system a try, so the book has just been collecting dust. And all the editing errors. Can't forget something that shows up at every turn of the page. I especially love how Energy Emanation was changed to no longer allow a save, but the electric variant of it still says it adds +2 to the save DC. [/QUOTE]
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Why Psionics is broken and what to do to fix it
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