Astral Projection...group thoughts on fixing it
Posted: Fri Jul 27, 2018 9:12 pm
So the ubiquitous power of Astral Projection... Seems simple enough and yet it is one of the "Terrible Triad" powers that causes the most discussion, debate, argument and headache. (The other two powers are Sixth Sense and Telekinesis)
I think the issue is that the power as written has several issues that are rather easily abused and several hugely grey areas. I will adress these in order and then see if people have suggestions on ways to rectify them or what ever.
The first is the time dialation while I am fairly sure that the 1 minute/1 week is only supposed to apply while on the actual astral plane... it is often argued that co-existance is a layer of the Astral Plane and thus anyone and everyone has the same level of dialation.
Which runs into the issue of making an astral traveler litterally undetectable and at the same time making them useless for finding anything that is not totally stationary.
The second issue is what does "A character traveling the Material Plane via Astral Projection may use any psionic powers that do NOT require physical contact. They can generally only affect the physical world (or themselves be ffected from physical beings) by Sensitive psionic powers such as Telepathy, Clairvoyence, Empathy ect: Astral travelers communicate by using Telepathy.
This more than any other issue seems to generate more debate and arguments. Specifically it boils down to the tension between the two sentences "any psionic powers that do NOT require physical contact." and "they can generally only affect the physical world ... by Sensitive psionic powers" with a side order of "what is sensitive". The "what is sensitive" is mentioned because the only form of Empathy that can affect others is Empathic Projection... a Super Psionic power. It also raises the question of "what about the vast array of specialized telepathic abilities in the games"
The third issue is the silver cord. Specifically things like: Can it be tracked? Can it be seen? How far does it run? Can it be attacked at any length or just right by the psi?
This is rather non-trivial. If your cord is always there and visible its whole length that makes spying harder... as you leave a bright shining silver cord behind you that can act as a rather HUGE tip of. It also makes astral spies vulnerable to counter strikes on undefended cords.
The fourth issue is magic. While the text seems to imply that while magic only works one direction...specifically while the text states that magic in the Real World affects the Astral it does not state the reverse...which is probably a good thing given the next issue.
The fifth issue is what I call the "immunity issue". Specifically it is that while virtually everyone with Astral Travel is going to be a psi and thus almost overwhelmingly be equiped to deal with people in the material plane... the vast vast majority of people in the material plane will not have any way of dealing with astral intruders. This can make the power increadibly powerful to a near game breaking level by allowing it to be used with impunity by psis against their less equiped foes.
So... my question is this...
What are other peoples thoughts on these issues? How have you adressed them in your games? What do you suggest as "best practices" that I can adopt to help keep the power avaliable to my players with out disrupting the games nor requiring implausable levels of astral peril?
I think the issue is that the power as written has several issues that are rather easily abused and several hugely grey areas. I will adress these in order and then see if people have suggestions on ways to rectify them or what ever.
The first is the time dialation while I am fairly sure that the 1 minute/1 week is only supposed to apply while on the actual astral plane... it is often argued that co-existance is a layer of the Astral Plane and thus anyone and everyone has the same level of dialation.
Which runs into the issue of making an astral traveler litterally undetectable and at the same time making them useless for finding anything that is not totally stationary.
The second issue is what does "A character traveling the Material Plane via Astral Projection may use any psionic powers that do NOT require physical contact. They can generally only affect the physical world (or themselves be ffected from physical beings) by Sensitive psionic powers such as Telepathy, Clairvoyence, Empathy ect: Astral travelers communicate by using Telepathy.
This more than any other issue seems to generate more debate and arguments. Specifically it boils down to the tension between the two sentences "any psionic powers that do NOT require physical contact." and "they can generally only affect the physical world ... by Sensitive psionic powers" with a side order of "what is sensitive". The "what is sensitive" is mentioned because the only form of Empathy that can affect others is Empathic Projection... a Super Psionic power. It also raises the question of "what about the vast array of specialized telepathic abilities in the games"
The third issue is the silver cord. Specifically things like: Can it be tracked? Can it be seen? How far does it run? Can it be attacked at any length or just right by the psi?
This is rather non-trivial. If your cord is always there and visible its whole length that makes spying harder... as you leave a bright shining silver cord behind you that can act as a rather HUGE tip of. It also makes astral spies vulnerable to counter strikes on undefended cords.
The fourth issue is magic. While the text seems to imply that while magic only works one direction...specifically while the text states that magic in the Real World affects the Astral it does not state the reverse...which is probably a good thing given the next issue.
The fifth issue is what I call the "immunity issue". Specifically it is that while virtually everyone with Astral Travel is going to be a psi and thus almost overwhelmingly be equiped to deal with people in the material plane... the vast vast majority of people in the material plane will not have any way of dealing with astral intruders. This can make the power increadibly powerful to a near game breaking level by allowing it to be used with impunity by psis against their less equiped foes.
So... my question is this...
What are other peoples thoughts on these issues? How have you adressed them in your games? What do you suggest as "best practices" that I can adopt to help keep the power avaliable to my players with out disrupting the games nor requiring implausable levels of astral peril?