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TOPIC: New for 2015 -- Psychic Powers!

Re: New for 2015 -- Psychic Powers! 4 years 9 months ago #73

Hello Everyone,

I've had a chance to review the abilities. On the surface, these powers may seem underwhelming. I assure you, they are not. The Water Walking ability, in an underwater campaign can function as a levitate/fly effect. I would suggest replacing it with an effect that grants +1 or +2 to AC. Psychic attacks are insidious, when a party of ten psychics are running through a dungeon. I suggest tabling this, to give Jeff more time to figure out what he wants. It's like having ten more Horns of Blasting running about. And the last effect, going to the Astral, should be reviewed. So players will have the effect of a Cloak of Shadowbane and psychic power? Do they stack? Also, I'd consider replacing one of the elemental resistance with "doesn't need air"? Still, otherwise, an interesting path for this ability.

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Re: New for 2015 -- Psychic Powers! 4 years 9 months ago #74

Jeff Martin wrote: I originally had a much more complicated system with more Psychic stats (more like 1e AD&D Psionics), but in the end it was clear that adding in ANOTHER thing for DMs/Coaches to deal with would not be the best way to go.


Thank you Thank you Thank you for thinking of the DMs & Coaches in this!

Alvin Oliver wrote:

Druegar wrote:

Jeff Martin wrote: What does everyone think about it healing 4 + 2/tooth?

Not in love with it because it introduces more math inside the dungeon.

However, I would find a non-scaling higher-powered (and thus a higher tier) healing power appealing.


It does introduce more math, but that is something the player would track, and is based on the honor system anyhow. I think people that have the teeth might be able to handled it. Either that or put in a heal power per tier as a option with math already done.


I kinda like the idea of a scaled healing option, but agree that (a) less math in dungeon=Good and (b) scaling the healing too high makes the upper "resist damage" pointless.

What if the healing only scaled directly with the Power Tier? As in, 4HP + Your Power Tier.

People will already have done the math to know what power tier they are, so they are only adding 1 number, not doing a 2x multiplier and then adding.

That limits the max healing to 12 HP, instead of 20.

If you still want Tier 6 and 7 to be damage negation powers, then change them to 15 and 20 HP of damage negated, which gives a nice (one-time!) high-end power boost to the psychic power progression.
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Last edit: by Raven.

Re: New for 2015 -- Psychic Powers! 4 years 9 months ago #75

SO lets say I have 7 teeth, can I use Energy Adjust and Adjust Mass since the total would be 6+1?

I'm just trying to figure out how it works. I understand that i would not be allowed to use Cell Repair 7 times.

But if you are allowed to use more than 1 power, but not the same power twice, I can see why you might want a heal and a damage reduction power.


I expected the power level on these would be low and you've accomplished that. Nothing really game breaking.

I will point out that a Free Action is still a limited resource as you only get one of those per round. I don't disagree that this item should be a free action to activate but I just like to point out it is not unlimited.


I like the idea of a Psychic Set power that does something cool for those future Psychic Potential unlocker tokens. Just to give them a bit of added value.
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Re: New for 2015 -- Psychic Powers! 4 years 9 months ago #76

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valetutto wrote: SO lets say I have 7 teeth, can I use Energy Adjust and Adjust Mass since the total would be 6+1?

I'm just trying to figure out how it works. I understand that i would not be allowed to use Cell Repair 7 times.

But if you are allowed to use more than 1 power, but not the same power twice, I can see why you might want a heal and a damage reduction power.


I expected the power level on these would be low and you've accomplished that. Nothing really game breaking.

I will point out that a Free Action is still a limited resource as you only get one of those per round. I don't disagree that this item should be a free action to activate but I just like to point out it is not unlimited.


I like the idea of a Psychic Set power that does something cool for those future Psychic Potential unlocker tokens. Just to give them a bit of added value.


You can only use one power during the entire game. However, the more Teeth your have, the more options you have to select that one power from.
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Re: New for 2015 -- Psychic Powers! 4 years 9 months ago #77

Raven wrote: What if the healing only scaled directly with the Power Tier? As in, 4HP + Your Power Tier.


What about 2 HP + Your Power Tier?

That makes it a heal for 2 HP with just the Ioun Stone. 3 HP this year with the Tooth. And 10 HP total in 7 years, with all 7 teeth.
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Re: New for 2015 -- Psychic Powers! 4 years 9 months ago #78

I do agree that it doesn't make much sense to have the healing ability scale up beyond the damage prevention ability, maybe it should stay at +4 HP.

One nice ability I can think of would be getting the free action ability for one room.

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Re: New for 2015 -- Psychic Powers! 4 years 9 months ago #79

Mike Steele wrote: I do agree that it doesn't make much sense to have the healing ability scale up beyond the damage prevention ability, maybe it should stay at +4 HP.

One nice ability I can think of would be getting the free action ability for one room.


All of the psychic abilities are free actions.

...or did you mean 'free movement'?
Jeff, can we please officially change the name of 'cannot be held...' to free movement instead of free action?
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Re: New for 2015 -- Psychic Powers! 4 years 9 months ago #80

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We made the document a little more clear on the "only once per adventure" on using any power.

A new version of the rules has been uploaded to this link:

www.truedungeon.com/newsletter/Psychic_Powers.pdf
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Re: New for 2015 -- Psychic Powers! 4 years 9 months ago #81

Jeff Martin wrote: We made the document a little more clear on the "only once per adventure" on using any power.

A new version of the rules has been uploaded to this link:

www.truedungeon.com/newsletter/Psychic_Powers.pdf


Honestly I find the powers very.. MEH

Adjust Mass is likely to be useful next year but will it be good for more than 1 in 5 adventures?

Same question for Control Mass

ESP is good but provided by several Rare tokens. It's nice to have as an option but seems lacking for something requiring 4 UR tokens to have access to.

Planar Vision is good if we see Incoporeal, I'm ok with that one.

Negate Will save failure is nice, it's replicating an UR token.

Energy Adjustment and Energy Control are nice but duplicates. Why not have Energy Adjustment negate 10 damage and have Energy Control allow Self Only reuse of an expended Spell or Power?



I like the Psychic Power concept but unless the teeth do SOMETHING ELSE in addition to giving this 1/game effect they are seriously below power on the single pieces of the Rod of Seven Parts and that just seems wrong to me.

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Re: New for 2015 -- Psychic Powers! 4 years 9 months ago #82

I like it all! I can't offer much constructive feedback. When the coach notes that you have psychic powers, does he/she write down your power tier? So if I have 5 teeth then my coach can write down a "5"? It seems just about as easy as Y/N. If you want to get fancy the DM could cross out your psychic power tier when you use it.

If I understand correctly I don't have to choose the power until I use it, right? That makes them a bit more useful since you can trigger the one that helps you the most at the right time.

I'll be there in 2021! :)
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Last edit: by Kirk Bauer.

Re: New for 2015 -- Psychic Powers! 4 years 9 months ago #83

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Arcanist Kolixela wrote:

Jeff Martin wrote: We made the document a little more clear on the "only once per adventure" on using any power.

A new version of the rules has been uploaded to this link:

www.truedungeon.com/newsletter/Psychic_Powers.pdf


Honestly I find the powers very.. MEH

Adjust Mass is likely to be useful next year but will it be good for more than 1 in 5 adventures?

Same question for Control Mass

ESP is good but provided by several Rare tokens. It's nice to have as an option but seems lacking for something requiring 4 UR tokens to have access to.

Planar Vision is good if we see Incoporeal, I'm ok with that one.

Negate Will save failure is nice, it's replicating an UR token.

Energy Adjustment and Energy Control are nice but duplicates. Why not have Energy Adjustment negate 10 damage and have Energy Control allow Self Only reuse of an expended Spell or Power?



I like the Psychic Power concept but unless the teeth do SOMETHING ELSE in addition to giving this 1/game effect they are seriously below power on the single pieces of the Rod of Seven Parts and that just seems wrong to me.


Really you think +1 to Reflex or +1 HP is better than +4 heals? I think they about on the same level. And that is just what 1 tooth does. It sounds like the more teeth you have the more powerful they will be (beyond just more points).
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Re: New for 2015 -- Psychic Powers! 4 years 9 months ago #84

jedibcg wrote:

Arcanist Kolixela wrote:

Jeff Martin wrote: We made the document a little more clear on the "only once per adventure" on using any power.

A new version of the rules has been uploaded to this link:

www.truedungeon.com/newsletter/Psychic_Powers.pdf


Honestly I find the powers very.. MEH

Adjust Mass is likely to be useful next year but will it be good for more than 1 in 5 adventures?

Same question for Control Mass

ESP is good but provided by several Rare tokens. It's nice to have as an option but seems lacking for something requiring 4 UR tokens to have access to.

Planar Vision is good if we see Incoporeal, I'm ok with that one.

Negate Will save failure is nice, it's replicating an UR token.

Energy Adjustment and Energy Control are nice but duplicates. Why not have Energy Adjustment negate 10 damage and have Energy Control allow Self Only reuse of an expended Spell or Power?



I like the Psychic Power concept but unless the teeth do SOMETHING ELSE in addition to giving this 1/game effect they are seriously below power on the single pieces of the Rod of Seven Parts and that just seems wrong to me.


Really you think +1 to Reflex or +1 HP is better than +4 heals? I think they about on the same level. And that is just what 1 tooth does. It sounds like the more teeth you have the more powerful they will be (beyond just more points).


And it is a free action, will give you more options as you collect more, and becomes an Eldritch item :) Four point heal, or more if Jeff lets us add one or two points per tooth, is much better than anything the individual rod segments offer. Maybe the Dentures of Cavadar Eldritch item will knock our socks off, lol.

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