alex_greene
Emperor Mongoose
A discussion thread started here asked what I could do if I could redesign Traveller from the ground up. I have had some ideas on that thread, but I really want to talk about what I'd do with the psionics rules as written.
1. Psionics - put that right in at the start of chargen, next to the regular chargen, not as an afterthought at the end. Its use is still optional; it just needs to be brought in with the others.
2. Stats in general, but Psi in particular - don't roll on 2d6; roll on 1d6+6 for all stats, including Psi. Psi can also be used, much like raw Str, raw Dex and so on, to represent a character's psionic intuition and resistance to psionic intrusion if a non-Telepathic psion.
3. Psionic Strength points are not the same as the Psi rating; when a psion spends Psi points, they don't come from the Psionic Strength rating, affecting the DM. Who in Crom's name thought up that stupid piece of legislation? The points dwindle; the DM stays the same.
4. Testing and training, and the "Dying Inside" cumulative negative penalties for aging. Out the window. How are you ever going to have 900 year old super psions otherwise?
5. Recovery times - at high Psi, recovery from Psionic Point expenditure could take minutes, rather than hours.
6. Testing and training again. Assume you go with the 1d6+6 rule above. Great. Now do something about the training bit, that could potentially leave the character with a 12 Psi and no Talents whatsoever due to a whole bunch of bad rolls when trying to acquire Talents.
Use a table instead that allows for at least ONE Talent, no matter what, e.g.
Something like that.
7. Range costs. Unnecessary. Instead of range costs, a penalty DM - which one can either just take their chances with the die roll or offset with Psionic Strength points in a non-linear manner: 1 Psi offsets a range penalty up to Short, 2 Psi offsets the range penalty up to Long, 3 up to Distant, 4 Planetary, 5 allows interplanetary and interstellar communication and sensing (Telepathy and Clairvoyance only), 6 allows the same ranges for Teleportation, and includes the option for Telepathy and Clairvoyance through time / across dimensions, the same as for Teleportation.
8. Telepathy and Clairvoyance need a shakeup.
9. Rules for psionic combat - e.g. substituting Psi for Dexterity in a contest of psionic combat, using Telepathy rating as armour against Psi Assault, and different damage inflicted by Assault during telepathic combat. Rules for psionic combat against a non-telepath psion.
10. Microkinesis - needs rewriting, e.g. Dexterity rather than Strength, allow effect at range, allow manipulation at range, the equivalent of being able to use, say, Computers. Medic or Explosives remotely.
11. Flight rules - Gods, game designers SUCK when they come up with speeds for Flight spells, Flight psionics and all. The best they seem to manage is that the most powerful psion can barely manage a clumsy bobbing flight like a balloon.
12. Awareness - Psionically Enhanced (Characteristic) - not just Strength and Endurance, the psion can add his Psi DM (minimum of +1) to one characteristic DM, or raise it to the minimum level which can sustain a +1 DM if the characteristic is below 9. The psion can raise one characteristic per level of Awareness Talent he has, +1.
For instance, a Psion with Awareness-2, Psi-15 (I know, the Ozymandias of psionics) can add his +3 DM to each of any three characteristics at one time, so today he goes with Dex, Int and Edu, all of which gain his natural +3 DM or (if they are naturally below 5) are raised to the minimum characteristic which can sustain that DM - in this case, 15.
13. Teleportation. The limitations are crippling and ridiculous. Ditch all of them apart from the preknowledge of destination, and assume that the maximum Teleportation Talent DM that can be applied is capped by the size of the Clairvoyance Talent level, and add no further costs to the Teleportation. Or use a raw Psi roll and apply the range penalty DM to it, as described above.
14. Improving Psi and Talents. These need clarification and inclusion among the rest of the rules on character improvement and training.
It's things like these, just off the top of my head, which would make psionics more playable.
Thoughts?
1. Psionics - put that right in at the start of chargen, next to the regular chargen, not as an afterthought at the end. Its use is still optional; it just needs to be brought in with the others.
2. Stats in general, but Psi in particular - don't roll on 2d6; roll on 1d6+6 for all stats, including Psi. Psi can also be used, much like raw Str, raw Dex and so on, to represent a character's psionic intuition and resistance to psionic intrusion if a non-Telepathic psion.
3. Psionic Strength points are not the same as the Psi rating; when a psion spends Psi points, they don't come from the Psionic Strength rating, affecting the DM. Who in Crom's name thought up that stupid piece of legislation? The points dwindle; the DM stays the same.
4. Testing and training, and the "Dying Inside" cumulative negative penalties for aging. Out the window. How are you ever going to have 900 year old super psions otherwise?
5. Recovery times - at high Psi, recovery from Psionic Point expenditure could take minutes, rather than hours.
6. Testing and training again. Assume you go with the 1d6+6 rule above. Great. Now do something about the training bit, that could potentially leave the character with a 12 Psi and no Talents whatsoever due to a whole bunch of bad rolls when trying to acquire Talents.
Use a table instead that allows for at least ONE Talent, no matter what, e.g.
- Roll 2d6 - Talent
2 - Telepathy-0
3 - Telepathy-1
4 - Telepathy-1 + Clairvoyance-0
5 - Telepathy-1 + Clairvoyance-1
6 - Telepathy-1 + 1 Talent-0, player's choice
7 - 2 Talents-1, player's choice
8 - Telepathy-1 + 2 Talents-0, player's choice
9 - 3 Talents-1, player's choice
10 - Telepathy-2 + Awareness-1 + 2 other Talents-0, player's choice
11 - 1 Talent-3 + 1 Talent-2 + 2 Talents-1, player's choice
12 - Everything-2
Something like that.
7. Range costs. Unnecessary. Instead of range costs, a penalty DM - which one can either just take their chances with the die roll or offset with Psionic Strength points in a non-linear manner: 1 Psi offsets a range penalty up to Short, 2 Psi offsets the range penalty up to Long, 3 up to Distant, 4 Planetary, 5 allows interplanetary and interstellar communication and sensing (Telepathy and Clairvoyance only), 6 allows the same ranges for Teleportation, and includes the option for Telepathy and Clairvoyance through time / across dimensions, the same as for Teleportation.
8. Telepathy and Clairvoyance need a shakeup.
9. Rules for psionic combat - e.g. substituting Psi for Dexterity in a contest of psionic combat, using Telepathy rating as armour against Psi Assault, and different damage inflicted by Assault during telepathic combat. Rules for psionic combat against a non-telepath psion.
10. Microkinesis - needs rewriting, e.g. Dexterity rather than Strength, allow effect at range, allow manipulation at range, the equivalent of being able to use, say, Computers. Medic or Explosives remotely.
11. Flight rules - Gods, game designers SUCK when they come up with speeds for Flight spells, Flight psionics and all. The best they seem to manage is that the most powerful psion can barely manage a clumsy bobbing flight like a balloon.
12. Awareness - Psionically Enhanced (Characteristic) - not just Strength and Endurance, the psion can add his Psi DM (minimum of +1) to one characteristic DM, or raise it to the minimum level which can sustain a +1 DM if the characteristic is below 9. The psion can raise one characteristic per level of Awareness Talent he has, +1.
For instance, a Psion with Awareness-2, Psi-15 (I know, the Ozymandias of psionics) can add his +3 DM to each of any three characteristics at one time, so today he goes with Dex, Int and Edu, all of which gain his natural +3 DM or (if they are naturally below 5) are raised to the minimum characteristic which can sustain that DM - in this case, 15.
13. Teleportation. The limitations are crippling and ridiculous. Ditch all of them apart from the preknowledge of destination, and assume that the maximum Teleportation Talent DM that can be applied is capped by the size of the Clairvoyance Talent level, and add no further costs to the Teleportation. Or use a raw Psi roll and apply the range penalty DM to it, as described above.
14. Improving Psi and Talents. These need clarification and inclusion among the rest of the rules on character improvement and training.
It's things like these, just off the top of my head, which would make psionics more playable.
Thoughts?