Looking at the T20 rules for Psionics and the playtest file ruleset (26JUN2004)...
I wanted to come up with some hard and fast rules for psionic powers (specifically, Telekinesis) in combat, then suggest them to my gamemaster for adoption. The rulesets are pretty vague when it comes to the psi-powers, so I'm looking to get some more "umfff" out of them without unbalancing the game. I'd appreciate your feedback on the following...
1) Telekinetic Disarm
Say a Psionicist decides to TK the weapon from an enemy's hands. Compute range, compute weapon weight/psi point cost, make sure psion has requisite skill ranks... then what? Opposed rolls - D20+PSI Mod VS D20+STR Mod???
At first glance, this might look ok... but it fails to account for the "surprise factor." If you're holding a weapon and someone attempts to wrest it from your grasp, I could see comparing STR checks... but a mental "disarm" from out of the blue?
Instead, I propose the enemy weapon holder make a REF save at DC[Psion's skill check number] (ie, D20+PSI mod)
2) Speed of a Telekinetically-controlled Object
Ok, so you telekinetically have an enemy's weapon. How fast does it travel back to you? (or to the edge of the platform, or into the incinerator, etc. etc.)
I propose that a base movement of 30' (uh... 9m) be used (double moves allowed, but no hustle or run) when the item is in its minimum weight category of the Telekinesis Sphere chart. And for every weight category above the minimum that the Psionicist "pays for" you get a doubling of speed.
Example, an 8kg pistol is being TK'd through the air. The controling Psi user must have 8 ranks of Skill:Telekinesis and expend 12 Psi points (+ range modifier) at a minimum to accomplish this. The pistol moves at 30'/round or 60'/round with a double move.
If the Psionicist spends 14 points (instead of 12) the pistol will move twice as fast (ie, 60'/round or 120'/round.)
An expenditure of 16 Psi points has it flying through the air at 90'/round (double move: 180')
3) Telekinetic "Slam" Attack
So you've TK'd an object and have it flying through the air... now, you want it to slam into your opponent. How do you determine if you hit, and what kinda damage are we talking about?
First I propose that to damage anyone with a TK Slam, the object must be controlled at two weight categories beyond the minimum to move it. (See above example - something moving at the speed of a walk is not going to hurt much.)
Second, the Psionicist makes an attack roll using BAB+PSI mod with no adjustment for range (taken into account already when computing Psi point cost.)
Finally, damage is based upon weight of the hurled object - 1d4+Psi Mod for a 1kg object, 1d6+Psi mod for 10kg, 1d8+Psi mod for 100kg.
Do these rules appear balanced and fair?
I wanted to come up with some hard and fast rules for psionic powers (specifically, Telekinesis) in combat, then suggest them to my gamemaster for adoption. The rulesets are pretty vague when it comes to the psi-powers, so I'm looking to get some more "umfff" out of them without unbalancing the game. I'd appreciate your feedback on the following...
1) Telekinetic Disarm
Say a Psionicist decides to TK the weapon from an enemy's hands. Compute range, compute weapon weight/psi point cost, make sure psion has requisite skill ranks... then what? Opposed rolls - D20+PSI Mod VS D20+STR Mod???
At first glance, this might look ok... but it fails to account for the "surprise factor." If you're holding a weapon and someone attempts to wrest it from your grasp, I could see comparing STR checks... but a mental "disarm" from out of the blue?
Instead, I propose the enemy weapon holder make a REF save at DC[Psion's skill check number] (ie, D20+PSI mod)
2) Speed of a Telekinetically-controlled Object
Ok, so you telekinetically have an enemy's weapon. How fast does it travel back to you? (or to the edge of the platform, or into the incinerator, etc. etc.)
I propose that a base movement of 30' (uh... 9m) be used (double moves allowed, but no hustle or run) when the item is in its minimum weight category of the Telekinesis Sphere chart. And for every weight category above the minimum that the Psionicist "pays for" you get a doubling of speed.
Example, an 8kg pistol is being TK'd through the air. The controling Psi user must have 8 ranks of Skill:Telekinesis and expend 12 Psi points (+ range modifier) at a minimum to accomplish this. The pistol moves at 30'/round or 60'/round with a double move.
If the Psionicist spends 14 points (instead of 12) the pistol will move twice as fast (ie, 60'/round or 120'/round.)
An expenditure of 16 Psi points has it flying through the air at 90'/round (double move: 180')
3) Telekinetic "Slam" Attack
So you've TK'd an object and have it flying through the air... now, you want it to slam into your opponent. How do you determine if you hit, and what kinda damage are we talking about?
First I propose that to damage anyone with a TK Slam, the object must be controlled at two weight categories beyond the minimum to move it. (See above example - something moving at the speed of a walk is not going to hurt much.)
Second, the Psionicist makes an attack roll using BAB+PSI mod with no adjustment for range (taken into account already when computing Psi point cost.)
Finally, damage is based upon weight of the hurled object - 1d4+Psi Mod for a 1kg object, 1d6+Psi mod for 10kg, 1d8+Psi mod for 100kg.
Do these rules appear balanced and fair?