Psionics Homebrew for OD&D/AD&D - Take 2
INTRODUCTION
Couple of days ago, I wrote a blogpost on psionics and "simplified rules". At the end of the day (after reading through other people thought and experiments, especially on reddit), I felt it wasn't solid enough, it wasn't simple enough, so let's scrap that.
One particular Anon on 4chan/tg/osr made a comment that I will reproduce here:
NGL I think your rules, in terms of complexity, have kind of replaced one problem with another. Where Eldritch Wizard is haphazardly written and employs several differing means of resolution, yours adds so many new rules to memorize that it throws out the baby with the bathwater.As I replied to him, I think he is right and I was wrong. So I went back to the drawing board to reread OD&D and AD&D psionics rules and compute what I thought were their inner thinking and core features. After that, I tried to come up with conceptual feature that they put forward. This is what I got:
Despite the atrocious writing, EW's Psionics aren't complicated. Get an attribute of 15+, get a 10% chance for Psionics. Roll d100 for Potential (which also determines cumulative chance for Ability/Mode growth, thus affecting Psionic Attack/Defense Strength). Most of the "complexity" comes from the different forms of combat, most of which rarely come up.
Yours, for a start, makes it even harder to become Psionic. Your formula of INT+WIS+CHA - 35% is novel, but is in no way simpler than EW.
I don't entirely understand the "level" system you're using. EW's method is not nearly so capricious; it's a slow burn to generate powers and a high Potential is not so dramatically stronger outright. Certainly not via another random roll.
I don't think your strain system is any easier, either. You're replacing power points (and the formula for Total Psionic Strength) with strain and a different formula to memorize. Frankly, EW's is dirt-simple, since it's just addition and subtraction. I don't want to have to track another abstract resource like "strain" or risk hurting myself using these powers when they're already risky enough BtB.
I could use more description on how the Modes still play nice despite the addition of dice-rolling into things. Making Defense always active is unwise; they aren't free and the use thereof is a York-based element. Psychic Combat is supposed to be double-blind.
I don't think this really solves the "problem" of Psionic complexity. I'm pretty passionate about them as-is though so I'm biased.
[...]
While true, I think the complexity of such options is overestimated. Attack Modes uses Attack Strength, Defense Modes use Defense Strength. Abilities use both. Current Strength is consulted for Psychic Combat (and Psionic Blast, yes), but again: it's actually quite rare to see a character capable of getting more than a pittance of Modes, let alone engage in a meaningful Psionic duel, so it's not a series of rules you have to pore over a lot.
- Attack Mode vs Defense Mode
- Each of those needs to be different
- This also means that defense, for example, need to be different, including not being always up
- Low % chance to be (mod in AD&D: higher stats = higher chance, but lower starting %)
- More abilities (spell-like) gives more Strength. More Strength also gives more chance of being potent in psionic combat. You also have more chance of gaining abilities as you level up. Therefore, growth and power is exponential.
- Range have an impact on the attack and abilities.
- Non-psionic have a save. This same save is impacted by multiple factor, including race, magical item, mental/magical condition of the PC, etc.
- Restriction to some class, downside is different dependent on class.
- Everything else the Anon mentionned that was important to the system
With this, I add my own personal "core needs":
- I need something simpler than both AD&D and OD&D.
- I understand what the Anon is saying up there. Yet I do feel that it's overly complex because it creates a situation where both referee and player have to check multiple tables for one action. Also, the fact that there is so many pieces linked together makes it interesting from a gamedesign perspective, but a burden (IMO) for tabletop playing. Maybe we are all brainlets, but at the end of the day, if I need multiple pages to explain one subclass, it's too big for what I'm looking for. I only have so many hours to play: my char creation at the moment takes 5-20 minutes, depending on the person familiarity with the game. If I have to add a good 15-20 minutes ONLY for psionics, it's too much. I do understand that its a rare occurence, and that high level combat (psionic matrix table) are even more rare: yet I want to make sure it counts. Either I have a simpler system that can accomodate more easily high level combat (so that it counts) and get there faster, or I just remove the different in power level altogether and have everything just be a fifth saving throw, like Chicagowiz.
- Some attack and defense modes are just simply better from an AD&D perspective, which mirror OD&D, and creates a "balance" (OD&D and balance ?) issue. Because of this, I will have to change it. Some of them have features which are debatable (such as G defense mode that "can be kept up at all times, unlike the others") which doesn't interact properly with the rest of the system.
- I will have to scrap some features because they do not interact well with how I play.
- For example, I use various range that are not book kept in specific distances since I have a "theater of the mind approach". I love using minis, but with only 3-4 hours to play, I feel that it drains too much time. Therefore, range features of psionics will have to be cut down.
- Giving more juice to lower strength psionics since, rule as written, right now, it's more of a downside than an actual upside since they will get blown up against psionic monsters and won't even have abilities or anything.
- I want it to be interesting in terms of "fluff"
PSIONICS REDUX V1
Psionic Potential
Psionics are a sub-feature of the F-M, M-U and Cleric class. If you have 15 unmodified or more in either INT, WIS or CHA, you have 10% chance to be a psionic. You add 1% to this number for every unmodified point about 15 in INT, WIS or CHA.
If you are a psionic, you gain:
- Psionic Powers, further divided into:
- Psionic Abilities
- Psionic Attack Mode
- Psionic Defense Mode
- Psionic Strength
Psionic Powers
Starting at level 1, you can learn Psionic Powers which include Psionic Attack/Defense Mode (to be used in combat) and Psionic Abilities. Both have a maximum range of 60 feet unless specified and uses HP (mental energy) to activate (unless specified). Psionic abilities are spell-like abilities that are controlled with the mind.
Every level, roll 2d6 + Psionic Strength:
- 2 - 4: You learn no ability this level
- 5 - 9: You learn one ability at random
- 10 - 12: You learn one ability at random in a Discipline of your choice
- 13+: You learn once ability of your choice and one ability at random
For every two known abilities, you learn one new defense mode power (in order). For every three known abilities, you learn one new attack mode power (in order).
Every time you learn a new ability, depending on your class, you must sacrifice some feature, representing the fact that you train and develop your mind at the expense of other things:
- Fighting-Man:
- -1 Charisma for every defense attack mode known
- -1 Strength for every attack mode known
- M-U
- -1 spell slot + number of abilities known for every ability known
- For example, if you know 3 ability, you have (1) + (1+1) + (1+2) = 6 spell slot lost which can be taken from any level (a level 1 spell cost 1 slot, a level 3 spell cost 2 slot, etc.)
- Cleric
- -1 level in turn undead table for every defense mode
- -1 spell slot for every attack mode
Every time any Psionic Powers are used, within or without combat, there is a chance that a psionic will detect it. The higher the Psionic Strength of the user or the receiver, the higher the chance. All psionics can sense other psionics.
Psionic Strength
Your overall Psionic Strength is equal to the number of abilities you possess divided by two. This determine the potency of some Powers and the effectiveness of your Attack modes.
Psionic Combat
When you are in combat, after initiative but before movement, psionics engage in psionic combat. Both psionic (or psionic groups) choose in secret (to reveal simultaneously) a defense mode and an attack mode. Resolution is done immediately.
During the resolution, a psionic that is engaged in melee can only defend. A psionic that is shot in range and hurt is considered one Psionic Strength lower for the sake of the combat.
To resolve the combat, each side roll 2d6 + Psionic Strength to determine the success and removes the associated cost of HP as per the Defense and Attack mode. The number needed to determine a success depends on the following table, which is the Attack mode against the Defense mode.
If the attack is a success, every number above the target number is HP lost and the target suffers the effect of the Attack mode (see table below). If the target has no defense mode or is unconscious, the target number is 2+.
List of Psionic Powers (Including Modes)
Attack Modes:*
- Psionic Blast: is a wave of brain force, in effect much like "stunning news" to the mind. It is costly in attack point expenditure, but it is the only psionic attack which can affect non-psionic creatures. The attack is a cone-shaped wave of force.
- Cost: 5 HP
- Effect: Stun 1d6 turn
- Improved Psionic Blast (automatically gained by every psionic with a Psionic Strength of 8 or higher): This Psionic Blast Attack mode can now be done against non-psionics for 1 extra HP cost. Those affected receive a saving throw which is equal to 20 - half their level (so a F-M level 4, for example, will need a 18 or better). A successful Psionic Blast will automatically deal Psionic Strength damage in HP and stun for 1d6 round. An unconscious target cannot have a save against this attack. The save is improved by:
- Being a M-U or Cleric (+1).
- Being of 16 or more Wisdom (+1).
- Having a helmet of Telepathy (+3). Note that if the save is successful, the attacker is stunned for 1d4 round.
- Having an amulet of protection against ESP (+1).
- Being non-human (+1).
- Being confused or otherwise mentally impaired (-1)
- Being unconscious, including stunned, coma, sleep, etc. (-3).
- Mind Thrust: is a stabbing attack which seeks to short the synapses of the defender. The attack is individual.
- Cost: 1 HP
- Effect: Confused 1d6 turn
- Ego Whip: attacks the ego, either by feelings of inferiority and worthlessness or by superiority and megalomania. The attack affects but a single creature.
- Cost: 2 HP
- Effect: Enraged 1d6 turn
- Id Insinuation: seeks to loose the uncontrolled subconscious mind of the defender, pitting it against the super-ego. The attack affects all psionically aware creatures in a 5 feet per 5 feet area within attack range.
- Cost: 3 HP
- Effect: Coma for 1d4 turn
- Psychic Crush: is a massive assault upon all neurons in the brain, attempting to destroy all by a massive overload of signals. This mode of attack affects but one defender.
- Cost: 4HP
- Effect: Death save or killed. If saved is made, dazed for 2d6 turn.
Defense Modes*:
- Mind Blank: attempts to hide the mind from attack, making its parts unidentifiable. cost 1
- Cost: 1 HP
- Effect: Cannot be the target of detect thoughts.
- Thought Shield: cloaks the mind so as to hide first one part, then another.
- Cost: Nothing.
- Effect: Can be up at all time, including when unconscious. Can partially hide the fact that the user is a psionic.
- Mental Barrier: is a carefully built thought repetition wall which exposes only that small area.
- Cost: 2 HP
- Effect: Protect also against mental domination, charm and other such magical or psionic abilities.
- Intellect Fortress: is a defense which calls forth the powers of the ego and super-ego to stop attacks.
- Cost: 2 HP
- Effect: Gives +2 to save against psionic attack to everyone behind the psionic.
- Tower of Iron Will: relies only upon the super-ego to build an unassailable haven for the brain.
- Cost: 3 HP
- Effect: Protect allies against psionic effect around the user.
*Defense modes are active for one minute at a time.
Abilities:
Abilities are divided into five Disciplines, for the sake of fluff and/or whatever else you have in your ruleset. To determine random power, roll 1d5 (for discipline) and 1d6 (for actual ability). I chose these abilities out of personal whim and setting consideration. Feel free to pick whichever you prefer and remove the rest.
- Clairsentience:
- All Around Vision (1 HP per hour): 360 degree vision, less chance of getting surprised.
- Seeing Sound (1 HP per hour): Can perceived visually sound and understand better its origin and direction.
- Hearing Light (1 HP per hour): Can perceive audibly light with strange effects to understand better its origin and direction.
- Aura Vision (1HP per minute): Can sense auras within objects or living creatures. Auras can be very different between origin of the energies (magical, psionic, celestial, etc.).
- Reading Objects (2 HP): Can touch an object to learn its history, last users, its movement within time and space, etc. Can use it twice on the same object to deepen the vision.
- Precognition (*): Can perceive vaguely the future. The more HP is used, the clearer the vision and more precise it can be. Discretion of the Referee.
- Psychometabolism:
- Body Control (2HP per minute): The body can support extreme temperature and environmental conditions such as cold, heat, gas, etc.
- Mind Over Body (2HP): For the next 24 hours, the character is not affected by hunger, thirst and sleep deprivation.
- Physical Suspension (Nothing): The character can suspend for a while his bodily function, putting him in a form of "hibernation" for a number of days equal to his Psionic Strength.
- Body Weapon (1 HP per ten minutes): The hands, arms and legs of the psionic can be imbued with psychokinetic energy and transformed and molded with strength in order to provide them with a "weapon-like" effect. The effect depends on the Psionic Strength of the user:
- 1 - 4: Club-like weapon
- 5 - 7: Sword-like weapon
- 8+: Sword-like, +1 (same as magical)
- Strength Transfer (1HP): The user can transfer strength and will to a willing ally in order to help him with his task.
- Equilibrium (1HP per minute): The user can attain perfect balance with his body.
- Psychokinetic
- Telekinesis (3 HP per minute): You can move the equivalent weight of 250GP per Psionic Strength. You can spend 2 extra HP per minute (cumulative) to add 250GP to this.
- Force Projection (3 HP): The psionic can project a mental blast in a cone in front of him for 30 feet. As per composition of object or creature, they can be staggered, moved or sent to the ground as per the Psionic Strength of the user.
- Molecular Rearrangement (5HP): The user can rearrange the molecule of a target in a zone. Possible effects could be:
- Create friction to create a fire
- Cause pain on a living target (needs to be at least Psionic Strength 3, will do Psionic Strength divided by 2 in HP damage)
- Transform, after one minute, an ounce of simple matter of a type in a similar type (for example, iron into silver)
- Sound Control (1 HP): Can project or stop a sound in a direction.
- Light Control (1 HP): Can project or stop a light in a direction.
- Flame Control (2 HP): Can move, expend or extinguished a fire.
- Psychoportation
- Astral Projection (1HP per minute): The psionic lose the use of its body as if rendered unconscious (can still defend against psionic attack). For the duration of the astral projection, the user gains an astral body. This astral body can move through astral portals to go to other plans. It can also go through solid matter to explore. If it possesses a specific place clear in mind, or with the help of other object or spell, it can go directly to a mind (i.e. an intelligence and sentient creature) to observe it. Some creatures can see or affect astral bodies.
- Oneiric Travel (3 HP): Can go deep in the dreams of someone else in different forms in order to learn more about the target.
- Teleportation (10 HP): Can teleport itself to a known place or a known plane. Has a 1% chance of not working and killing the user. 10% if the user doesn't know exactly where its going. 50% if it doesn't know where it's going.
- Detection of teleportation (2 HP per 24 hours): The psionic can sense when people use psionic or magic to teleport or go through planes. The area detected depends on the Psionic Strength.
- Deceleration (3HP): The psionic can concentrate to decelerate the fall of an object or person.
- Ethereal Armor (1 HP per minute): The psionic can travel partly in the Ethereal plane and protect itself with it, creating a form of "armor". This armor made it so that 50% of all attack are directed to the Ethereal plane and render ineffective.
- Telepathy
- Humanoid Telepathy (2 HP per minute): Can communicate in the mind with another humanoid.
- Animal Telepathy (1 HP per minute): Can communicate in the mind with an animal.
- Empathy (Nothing): Can sense the needs and emotions of the target after concentrating for a little while.
- Hypnosis (5 HP): Can suggest something to a humanoid so that they perform the action as if it was their own. Actions that are too extreme will break the hypnosis. Some creature that are too stupid or too intelligent will not be affected.
- ESP (1 HP per minute): Can read the mind and understand the intent of a target.
- Domination (1 HP per HD of the target per minute): Can dominate and control a target.
CONCLUSION PSIONIC REDUX V1
I think this suits my need, especially with a Chainmail-influenced combat matrix. It will probably require playtesting and more criticism. At the end of the day I haven't had anybody rolled a psionic yet. But it's still a very cumbersome list of abilities, calculation, etc.
So I will now present a Redux V2, simpler still, heavily influenced by GLOG and Chicagowiz in terms of rules, and Stranger Things for good measures.
So I will now present a Redux V2, simpler still, heavily influenced by GLOG and Chicagowiz in terms of rules, and Stranger Things for good measures.
PSIONICS REDUX V2
1. Are you a psionic ?
Psionics are a sub-feature of the F-M, M-U and Cleric class. If you have 15 unmodified or more in either INT, WIS or CHA, you have 10% chance to be a psionic. You add 1% to this number for every unmodified point about 15 in INT, WIS or CHA.
Psionics are a sub-feature of the F-M, M-U and Cleric class. If you have 15 unmodified or more in either INT, WIS or CHA, you have 10% chance to be a psionic. You add 1% to this number for every unmodified point about 15 in INT, WIS or CHA.
2. What do you gain being a psionic?
If you are a psionic, you gain a Psionic Template which adds to your class features at level 2, 4, 6, 8 and 10. At level one, you gain the Psionic Blast power and can sense other psionics (those can also sense you, especially if you use your powers).
CONCLUSION
- Template A:
- Psychometry power
- Mind Blank
- Template B:
- Telekinesis power
- Template C:
- Biokinesis power
- Thought Shield
- Template D:
- Astral Projection power
- Template E:
- Telepathy power
- Intellect Fortress
3. Using Psionic Powers (i.e. Psionic Strength)
To use your power, you must lose HP (mental exertion) and spend one Psionic Strength point.
Your total Psionic Strength is equivalent to your HD at the beginning of an adventure
You regain 1 Psionic Strength point when you have a good night of sleep, and all of them between adventures.
Powers in combat are considered as "spell-like abilities" and have to be used as such for initiative/segment/phase.
4. Power Description
To use your power, you must lose HP (mental exertion) and spend one Psionic Strength point.
Your total Psionic Strength is equivalent to your HD at the beginning of an adventure
You regain 1 Psionic Strength point when you have a good night of sleep, and all of them between adventures.
Powers in combat are considered as "spell-like abilities" and have to be used as such for initiative/segment/phase.
4. Power Description
- Psionic Blast (5 HP): You affect all creature in front of you in a cone with a powerful mind blast. Roll 2d6 + your current Psionic Strength. If you have 11 or more, you succeed. If you succeed, you stun the targets for a number of turns equal to your Psionic Strength and deal 1d6 + extra HP damage for all number above the target number. A double 1 is always a failure. This number is modified by the following factors:
- Magic User: +1
- Non-human class: +1
- PC with 15+ INT: +1
- Cleric/Paladin: +2
- Psionic without a defense active: +2
- Amulet of Protection against ESP: +2
- Helmet of Telepathy: +3
- Psionic with a defense active: +4
- Psychometry (2 HP): You can perform "token-object reading" in order to gain information regarding its use, aura or past. To do this, you must blindfold yourself and concentrate for ten minutes. Information given will be according to the Psionic Strength of the user.
- Telekinesis (1 HP per minute): You can move the equivalent weight of 250GP per Psionic Strength. You can spend an extra 2 HP per minute (cumulative) to add 250GP to this. You can decide to spend an extra 2 HP to perform a quick and violent movement with the object. If you try to do this against a conscious creature, you can only move half of the weight.
- Biokinesis (2 HP): You can try to manipulate matter to shape, create friction, mold it, or disintegrate it. The size will depend on your current Psionic Strength:
- 1-2: Tiny (coin-size)
- 3-5: Small (hand-size)
- 6-8: Medium (small humanoid size)
- 9+: Big (humanoid to ogre-size)
- Astral Projection (1 HP per 10 minutes): The psionic lose the use of its body as if rendered unconscious (can still defend against psionic attack and are still somewhat conscious of their environment). To do so, they must sit still and be blindfolded. For the duration of the astral projection, the user gains an astral body. This astral body can move through astral portals to go to other plans. It can also go through solid matter to explore. If it possesses a specific place clear in mind, or with the help of other object or spell, it can go directly to a mind (i.e. an intelligence and sentient creature) to observe it. Some creatures can see or affect astral bodies.
- Telepathy (1 HP per 10 minutes): Can communicate in the mind with another humanoid. You can try to probe a target to either gather more information that are hidden beneath the mind, or to dominate the will of the target. To do so, you must possess a current Psionic Strength of 7 or more and spend 5 HP per 10 minutes.
- Mind Blank (2 HP): This is considered a defense and do not consume Psionic Strength. As long as you have this defense up, you cannot use Psionic Attack or have another defence. While this defense is up, people cannot scan/probe/read your mind (magical or psionic). Also, it is more difficult for other psionics to see if you are a psionics.
- Thought Shield (3 HP): This is considered a defense and do not consume Psionic Strength. As long as you have this defense up, you cannot use Psionic Attack or have another defense. While this defense is up, you add +1 to your defense for the sake of Psionic Blast made against you and you cannot be the target of dominate/charm/possession (magical or psionic).
- Intellect Fortress (4 HP): Same as Thought Shield, but you also provide a bonus of +1 to all form of psionic attack against your allies within 30 feet (approximatively in the same room).
I like this last one because it fits my criteria (mostly), and is still compatible with D&D as-is. For example, a Mind Flayer would be a Psionic Strength 8 creature with Psionic Blast and most other special powers. Therefore, against a new Psionic PC with (for the sake of an example) a HD of 3, it would have to roll 2d6 + 8 against 15 (11+4 with a defense up), making it 58.33% chance of hitting him with a successful blast, with a potential of dealing up to 1d6+5 HP. A non-psionic F-M of average intelligence would give the Mind Flayer a 97.22% chance* to stun him with a potential of 1d6 + 9 HP damage. It might be a little extreme in terms of power level at the lower end, but at the same time, using as-is Psionic rules of OD&D would already give a huge advantage to the Mind Flayer in any cases.
*Not considering the snake eyes being an automatic failure, giving therefore an additional 2.78% chance of resisting, which is almost equivalent to rolling a nat 20.
If anybody has suggestion as to which to use, and what can be made to make it better, please comment.
*Not considering the snake eyes being an automatic failure, giving therefore an additional 2.78% chance of resisting, which is almost equivalent to rolling a nat 20.
If anybody has suggestion as to which to use, and what can be made to make it better, please comment.
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