Psionics on steroids?

The low key position psionics plays in traveller is mostly because of the fact that it is useless in battle. With 12 psi points the most you could do is attempt to light someone on fire a few times (4 maxes you out and you could fail), or try and punch them once or twice.
I am new to traveller, but have been playing D&D for a long while. The streamlined system of traveller allows for modification, and I am itching to change the psionics rule and see what happens in a game.
I thought making it so that your psi strength was the number of points you could use per turn would make a big difference. A concentration skill could be used before every psionic power was enacted to see if it worked the way it supposed to.
I have several other ideas, but I would like some comments.
 
A skilled psionic character [and imaginative player] can do interesting things like eject the magazine from an enemies gun and pulling the pin from a grenade on the attackers belt.

My favorite is pulling their pants down around their ankles.
 
While the idea of a stronger Psionics does not seem bad, I would really hate to see it become a D&D magic look-a-like. Psionics in Traveller are not strong for a reason. They are not intended to become a “Force Power" like ability. The setting is designed to have a particular feel.

Now, if you were to design a new setting using the Traveller SDR/OGL and make it a Psion Heavy setting, well that could be quite interesting. :wink:

Daniel
 
CosmicGamer said:
like eject the magazine from an enemies gun

Now that's not half bad idea :D Especially if you have same type of weapon. Strip enemy of his ammo and replenish your own supply at the same time :twisted:
 
Have you read graphic novels called 'Iron Empires'? They are very well illustrated (literally painted) and they have a lot of similarities with Traveller universe (including the neo-feudal social system).

In that setting there are also psionics called psychologists that are very prominent figures in combat even without D&D-like powers. Their main power is that they can boost the morale of their own troops, use other people's senses and even 'posses' them for a while, IIRC. All of those pale in the face of D&D spells but are very useful in a setting that still has quite hight tech and thus has technological artillery etc.

For reference I suggest especially number 2 in the series and The Burning Empires RPG which is an excellent source for the setting even if you don't like the Burning Wheel like system and the fact that it is a competitive RPG instead of a more conventional one.
 
In the Babylon 5 TV series, they talked about PsiCorp working on Telekinetics that don't use a lot of power... Not bigger but SMALLER.

Pinch off a blood vessel in the heart rather than knock him through a wall.

CONTROL can be more important than POWER in such a situation.
 
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