tag:blogger.com,1999:blog-4109303943492581322.post3300315270633599223..comments2024-03-22T00:40:15.077-07:00Comments on Monster Manual Sewn From Pants: Psionics Handbookscrap princesshttp://www.blogger.com/profile/01278801560026111482noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-4109303943492581322.post-92205808261665503892013-10-23T11:26:14.214-07:002013-10-23T11:26:14.214-07:00I love the expression in that photo!I love the expression in that photo!Jensanhttps://www.blogger.com/profile/16216604356936975761noreply@blogger.comtag:blogger.com,1999:blog-4109303943492581322.post-36095060780152690072013-10-22T11:15:46.437-07:002013-10-22T11:15:46.437-07:00Harald Wagener writes:
The blog ate my comment, so...Harald Wagener writes:<br />The blog ate my comment, so here's my attempt at flushing thoughts about psionics rules out of my system:<br /><br />I'd do something with D12s because they're rarely used and immediately feel different. You have a psionic well equal to your constitution score; which is the maximum number of combined turns and levels of psionic ability you can churn out with just a roll of a d12 on your level or under (there are ways to make this better on lower levels; like taking your time, eating funny animal parts or plants).<br /><br />If you don't make your roll, defenses vs effects just get easier? After rolling once for a power successfully, you keep it going powered from your psionic well (every attempt costs 1 point -- maybe per level you want to be powering your psionics at -- keeping the auras up costs 1 point per round in combat and 1 point per turn out of combat).<br /><br />If your psionic well is exhausted, you roll a D20 instead of a D12. You have to roll every round/turn to keep the aura up or to attack.<br /><br />If you go against someone with the psionic power beating yours, you roll D20s to defend. Good luck. If your well is exhausted AND you go against someone with the psionic power beating yours, you roll percentile dice.<br /><br />If you roll a 20 or higher (yes, even on the percentile die), your mind shuts down for 1d12 hours. Feel free to choose between catatonia, fugue state or hypersensitivity to everything. This is in addition to being beat with a psionic power you're weak against; i.e. their effects still hold true (but it might not matter much).<br /><br />Oh, you recover points in your well between adventures; unless your mind shuts down as above. The upside of that is, should you survive, your well is replenished at your base CON score (additional points beyond that will come back between adventures).<br /><br />You advance as a Magic-User, but you roll d12/2 (round down) for hitponts.<br /><br />You start out with one psionic power (determined by fair die roll on a d12). Each level, you can decide add to your psionic well from the rolled hitpoints at a 1:1 base before your roll (i.e. "I'll add up to 3 points to my well" -- if you roll a 4 at average CON, that gives you one additional hitpoint and 3 additional points in your well. If you roll 2, both points go directly to the well, and no hitpoints are added). Your CON modifier always applies to hitpoints, so if you have CON 7 and roll a 1 and move that to your well, your hitpoints go down by one. Just make sure you don't die.scrap princesshttps://www.blogger.com/profile/01278801560026111482noreply@blogger.com