Ran Malia and I disagree fundamentally on the philosophy of Traveller psi. My recollection of CT is that psi is an art. You can do basic testing and some training, but advanced training is solely by trial and error. That's why CT characters make monthly random checks. No further formal training is needed after testing and the 4 month "how to be a psi" course at the Institute.
Ran recalls CT as interpreted through MT and TNE that Psi became an actual science that could be learned and taught.
This difference effects how we see the feat issue. A typical character gets their initial feats, class feats and 9 feats over the course of 20 levels, plus usually 1 feat (from a limited set) over 2-3 levels for a normal class or 1 per level (from a limited set) for a prestige class.
Correct, but the difference is not in whether it is an art or a science, but between ideas about the game system. I am taking the concept of Traveller (in its various conceptions) and applying it to T20. The result of what I am doing is making a Traveller based psionic system for T20. Lisa, on the otherhand, is trying to recreate CT in the T20 system and the two don’t match.
Call it over the course of 20 levels an average of 19 feats (9+10 from classes). Of that, I think a typical psi should only have to spend 1 per sphere, with an option for natural psi or a revised psi training. For a versital 3 sphere psi that's 5 feats out of 19. About 25% of one's lifetime feats. (Skill ranks are seperate.) Ran is looking a typical psi needing about 8-10. half of one's lifetime's feats, for 3 spheres.
That actually is a misrepresenation of what I am presenting. First, I think that both Lisa and I agree that some psi spheres such as Telepathy have too many feats associated with it. Therefore we both proabably agree on the redistribution of psionic feats. Second, I am attempting to do two things with my redistribution. I am trying to lower the cost in feats to make someone an
effective psionicist, while not overwhelming them with feat requirements and I am trying to add diversity to psionic abilities so that every psionicist can be a little different. Third, this is T20 and it is a feat-skill based system and there has to be a balance on how feats are handled. This means that the feats have to be comparable to the other feats.
If you take a look at the feats, my system and Lisa's example you will see that the number of feats required are the same, but the system I propose gives you variety.
Spheres with discplines (not that you do not pay for Sphere Affinity you roll for that, hence the only feats are the discipline feats, plus Psionic Training and Natural Affinity (if you want it): Note this is a work in progress so some names have changed.
Telepathy-Empathy, Telepathy, Mental Defense
Clairsentience-Clairsentience, Obscurement, Temporal Cognition
Awareness-Mental Awareness, Physical Awareness
Telekinesis-Telekinesis, Kinetic Defense, Thermokinesis
Teleportation-Teleport Object, Teleport Self
As you can see this result in the total number of psionic feats equals 13.
If we compare what Lisa proposes and I what I propose you will see that it is true that my system results in PCs that are slightly weaker broadly, but definitely more distinct. And, in my opinion reflects Traveller psionics in a T20 system, which we are all playing. The basic premise for this comparision is a psionicist with five feats, as per Lisa’s description with access to three spheres, Telepathy, Teleportation, Telekinesis.
Lisa’s System
Psionic Training or Natural Talent, one of which you would have to take
Telepathy, Teleportation, Telekinesis
Natural talent or psionic training, because you have no other options
Everyone who is a telepath would be the same, just as everyone who is a teleport or telekinetic would be the same. Every character with these three spheres would be exactly alike. IMHO one of the points in having feats is to allow differentiation between characters. Remember D&D fighters, fighter A was like fighter B and so on. Feats gave distinction.
Ran’s System
Psionic Training-a requirement if you don’t want to pay cross class cost and power points.
Options
1:Empath, Telepath, Mental Defense, Natural Talent
2: Empath, Telepath, Mental defense, Teleport Self
3: Empath, Telepath, Mental Defense, Teleport Object
4: Empath, Telepath, Mental Defense, Telekinesis
5: Empath, Telepath, Mental Defense, Kinetic Defense
6: Telepath, Telekinetic, Teleport self, Mental Defense
and so on and so on...
Yes it is somewhat limiting, if you take the telepath discipline only from the Telepathy sphere then you will be at a minus to use the others and rightly so you haven’t trained in them. But you can also do more in the narrower disciplines. An empath can detect emotions, read emotions, send emotions, change emotions, cause psychosomatic damage, and have mass influence. I think that is worth a feat.
Is there nobody out there with the books to hand that can illuminate this by some quotes from the books? (The guy with the books in our group is currently in Manchuria. It'll be a while before I get access to CT again.)
Between myself and my GM we probably have all the books, but I am not sure if that illuminates anything. If someone quotes a CT psionic book comparing psionic as an art another person can quote a Gurps book or T3 book where they say it is a science. (The guy with the book in Manchurina wouldn’t happen to be working on the monastery that they are trying to rebuild, would he?)
IMHO, ideally T20 should offer models for both views depending on the GM's preferences. Or perhaps pick one, then give a design box that explains how to do the other if the GM desires.
Unfortunately, I have to disagree with the above statement somewhat. I think that T20 developers should look at creating a complete system that fits into the T20 gaming system.