Different Psi rules

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Shadow Wyrm
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Different Psi rules

Unread post by Shadow Wyrm »

I not really happy with the way psionics are resolved in the Palladium system, so I'm wondering if any one else has house ruled something different.

If you are also not happy with the system and have some house rules you could share, it would be helpful.
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Re: Different Psi rules

Unread post by Mouser13 »

The only house rule I have with them is that if it effects I person in they get a saving throw even if saying throw none is said.

Example. Telekiness saysing saving throw none: But I give them one if you pulling clips or guns or holding the person up in their air against their will.


Can I ask what you don't like about it. In alot of ways it better then magic. One action always and harder to save vs.
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Re: Different Psi rules

Unread post by say652 »

Yea I let mages use one spell per attack

Take that!!
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Re: Different Psi rules

Unread post by Library Ogre »

Shadow Wyrm wrote:I not really happy with the way psionics are resolved in the Palladium system, so I'm wondering if any one else has house ruled something different.

If you are also not happy with the system and have some house rules you could share, it would be helpful.


What are you not happy about? There's a lot of ways "I'm not really happy with the way psionics are resolved" could go, after all.

These rules are pretty old, but they worked at the time.

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Re: Different Psi rules

Unread post by Alrik Vas »

both magic and psionics in this game have no skill attached to them. I think both should need an activiation roll of some sort, but honestly it would slow down combat.
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Re: Different Psi rules

Unread post by arouetta »

Alrik Vas wrote:both magic and psionics in this game have no skill attached to them. I think both should need an activiation roll of some sort, but honestly it would slow down combat.


Fighter types don't need an activation roll to swing a sword or fire a gun beyond a strike roll, which many offensive magic/psionic abilities also have.
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Re: Different Psi rules

Unread post by Thinyser »

arouetta wrote:
Alrik Vas wrote:both magic and psionics in this game have no skill attached to them. I think both should need an activiation roll of some sort, but honestly it would slow down combat.


Fighter types don't need an activation roll to swing a sword or fire a gun beyond a strike roll, which many offensive magic/psionic abilities also have.

Yes but usually this is only the offensive powers/spells and those are comparably few when a warrior ALWAYS has to roll to swing a sword, fire a bow, etc.

I can see that as an issue but I've never had a problem with it working as is.
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Re: Different Psi rules

Unread post by Alrik Vas »

arouetta wrote:
Alrik Vas wrote:both magic and psionics in this game have no skill attached to them. I think both should need an activiation roll of some sort, but honestly it would slow down combat.


Fighter types don't need an activation roll to swing a sword or fire a gun beyond a strike roll, which many offensive magic/psionic abilities also have.

It isn't quite the same thing, as stated above, only a small number psychic abilities that effect others require a strike roll. Besides, if there was an activation roll, it would probably be mixed in with the strike roll. And also, many spells don't have strike rolls, just hard numbers to dodge against. Though i suppose psionics are more guided by the user. I think psychics could benefit from an activation roll, personally. The better you are at it could make your abilites harder to resist.

For instance, would you take a chance of failure to activate a power in order to actually affect a psi-stalker with mind powers? I would. They have a silly base save and all the bonuses in class to make mind-effecting psionics all but uselsss on them, and they aren't the only ones. I've always been a fan of talent and power being the driving force behind an ability.

Though ultimately, the system works okay and it's quick. Just throwing out ideas.
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