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Your Exp with Psi-Chars
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<blockquote data-quote="Nifft" data-source="post: 1270253" data-attributes="member: 6562"><p>Yes. Wis and Con are two very strong stats. It's insanely strong to base both HP and PP off of a single stat.</p><p></p><p>Here's what I do (my House Rules for my Psionics Is Different campaign setting):</p><p></p><p>ALL Disciplines are based off of Mental stats. Specifically:</p><p> * Psychometabolism: Charisma (was Str)</p><p> * Psychokinesis: Wisdom (was Con)</p><p> * Psychoportation: Intelligence (was Dex)</p><p> * Metacreation: Intelligence</p><p> * Clairsentience: Wisdom</p><p> * Telepathy: Charisma </p><p></p><p>Thus, each Mental ability has two Disciplines. You still choose a Discipline as normal, and you are still subject to MAD, but it's not nearly as bad as in the Core rules. Also, <em>Polymorph Self</em> is no longer game-breaking.</p><p></p><p>I also only allow <em>Animal Affinity</em> to boost Physical stats (Str, Dex, Con), and I've banned Mental stat-boost spells like Fox's Cunning & Eagle's Splendor. They make Spell & Power DCs a pain in the butt, and it's balanced by the bad guys not getting those effects either. (Mental stat items DO exist, but they're double price.)</p><p></p><p>I've nixed Psi Combat, but I would allow Mindscapes in if any player wanted to master the system... as in, tell me what the effects were or keep the table open in front of him. Otherwise, it's just too much of a slow-down in combat.</p><p></p><p>Mindscape Psion are the version I use, except no Secondary Disciplines... each Discipline already has a "secondary" built in to its key ability, and the others aren't too hard to get.</p><p></p><p>NO MINDFEEDER WEAPONS! I'd allow a Willfeeder that deals 1 point of Wisdom damage and gives the Psion 1 temporary Power Point (lasts 10 minutes) with each hit, priced at +3.</p><p></p><p> -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 1270253, member: 6562"] Yes. Wis and Con are two very strong stats. It's insanely strong to base both HP and PP off of a single stat. Here's what I do (my House Rules for my Psionics Is Different campaign setting): ALL Disciplines are based off of Mental stats. Specifically: * Psychometabolism: Charisma (was Str) * Psychokinesis: Wisdom (was Con) * Psychoportation: Intelligence (was Dex) * Metacreation: Intelligence * Clairsentience: Wisdom * Telepathy: Charisma Thus, each Mental ability has two Disciplines. You still choose a Discipline as normal, and you are still subject to MAD, but it's not nearly as bad as in the Core rules. Also, [i]Polymorph Self[/i] is no longer game-breaking. I also only allow [i]Animal Affinity[/i] to boost Physical stats (Str, Dex, Con), and I've banned Mental stat-boost spells like Fox's Cunning & Eagle's Splendor. They make Spell & Power DCs a pain in the butt, and it's balanced by the bad guys not getting those effects either. (Mental stat items DO exist, but they're double price.) I've nixed Psi Combat, but I would allow Mindscapes in if any player wanted to master the system... as in, tell me what the effects were or keep the table open in front of him. Otherwise, it's just too much of a slow-down in combat. Mindscape Psion are the version I use, except no Secondary Disciplines... each Discipline already has a "secondary" built in to its key ability, and the others aren't too hard to get. NO MINDFEEDER WEAPONS! I'd allow a Willfeeder that deals 1 point of Wisdom damage and gives the Psion 1 temporary Power Point (lasts 10 minutes) with each hit, priced at +3. -- N [/QUOTE]
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