Monday, May 9, 2016

Psionics simplified

   I've been tinkering with Psionics since I first discovered them in 1st ed, all those years ago. Not really thrilled with any of iterations that have materialized, I wanted something that matched my vision of mind powers. I do not hold with the idea that a character can be a pure psionicist. The other day on the drive home, where I do most of my thinking, I had an epiphany.
   I guess if you let something percolate in the back of your mind long enough, the primordial lizard brain gets tired of looking at it and comes up with a solution to get it out of your head.

A few small points...

When I refer to abilities, I am only talking Intelligence, Wisdom, and Charisma.
This uses the 1st edition AD&D psionics rules as a base. This can be modified to any system with a minimum of fuss.
As with anything else D&D related, these are guidelines, not hard and fast rules. If you don't like it, change it.

The base roll for any character to have psionics ability is 00 on D%.
Any character possessing an unmodified score of 16 or better in either Int, Wis, or Chr has the potential for psionics.
If the character has 1 ability score at 16 or greater he may roll for psionics ability. If the character has two ability scores at 16 or better, he/she may add +1 to the roll for every ability point over 16, of the second ability. If the character has 3 ability scores at 16 or better he/she may double that bonus. The maximum bonus that can be added, if a character has three 18's is +6
Once psionic ability has been determined, the character possessing psionic ability adds together his/her 3 relevant abilities to determine their psionic strength.
Psionic disciplines use psionic strength points as normal per the original rules in the 1st edition Players Handbook.
If the character has psionics, he may roll for one minor discipline for each relevant ability over 16. i.e. Int, Wis, or Chr. If the character has one of those ability at 18, he/she may roll for one major discipline. for each ability at a score of 18. The maximum  number of major disciplines is 3, the maximum number of minor disciplines is 9 period.
Level of mastery is equal to class level.
Psionic combat with another entity is as follows...
The attacker uses his/her highest relevant ability and rolls a D20. The defender takes his lowest relevant ability and rolls a D20. The character with the higher score wins, and the loser subtracts 1 from the lowest relevant ability and is unconscious for 1d6 hours. The reason I did this is to represent the chinks in everyone's mental armor. You all have one, don't try and deny it.
A character with psionic ability may attack a non-psionic entity. The attacking entity makes an attack roll, and the target rolls a save vs. Breath Weapon. A failed save results in the target being rendered unconscious for as many rounds as the attack roll exceeds their lowest relevant ability. The target also suffers a -5 to that ability score. A successful save results in disorientation and a -3 to any further actions for 12 hours.
Certain entities are not be affected by psionics. Dragons, Extra Planar creatures and any animal with a 6 or less intelligence. These creatures may not possess psionic ability either.
Any character wishing to enter into psionic combat must have line of sight to that target.
Any of the creatures from the Monster manual that are know to possess psionics, still do, and can be modified easily to this system.

So... There it is. a simplified approach to psionics. The big G liked complicated rules. Me? Not so much. I've been trying to simplify the psionics rules for a while now, and this is a rules set I can live with.

Happy Gaming!

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