MadMaxHellfire
Arcane
i can actually pinpoint it on 21/04/1999, but this is another story.
psionics don't work well in videogames, they're supposed to alter minds which would be either too strong or too difficult to simulate in an automated way.
Vanguard (MMO)
Dipped my toes into it a long time ago while it was new. Only thing i remember is that Psionicist had stuns and could cast it spells while on the move - definitely the type that is very annoying to fight against in a PvP.ALLODS Psionicist
I disagree that psionics are just "sci fi magic", a lot of low tech settings has it. Dark Sun is full of psionics and its tech level is "bronze age" tier.
In ELEX clerics have some psi abilities.
Dark Sun is not bronze age, Dark Sun is a fantasy take on postapocalypse.
I missed both of those. I read a bit about Wildstar, sounded fun.
My point is that tech levels and magic types aren't the same.
Caves of Qud has fairly good psionic mechanics
21/12/1998 is the date Baldur's Gate released.i can actually pinpoint it on 21/04/1999, but this is another story.
willpower affects cooldown duration, and so does level in that power usuallyCaves of Qud has fairly good psionic mechanics
I tested, saw that every psionic power that I use has like 40+ turns of cooldown and ... Refunded. IMO the best Psion in roguelikes is Mindcrafter in ADOM.
it's a rare game where cooldowns are fine
Knights of the Chalice 2?
Yeah, I noticed. hence why I tried to delete my postKnights of the Chalice 2?
Already mentioned in first post.
Sadly the game is crashing in my GNU/Linux - Debian but KoTC2 has imo the best TB AI ever.
I've played underrail for hundreds of hours, but I prefer the psionic mechanics in caves of qud tbhit's a rare game where cooldowns are fine
Tbh the unique game who imo did CD right is UnderRail.
is determined by weight, not mass? are there different rules for telekinesis in zero gravity? (which could not be that uncommon in gurps settings)I still think the pen and paper that did psionic powers the best was GURPS 3e. 4e turned them into just another power, but 3e did psicokinesis (and related powers) by basically giving you some physical magnitudes you could reach with your power and letting the playersa and the GM figure out what could be done. It is not perfect. Electrokinesis decides to ignore this and just allows you to manipulate enough electricity to do 1d damage per 3 power points (I think 4th ediditon had a book that tried to measure how much damage a current would do based on voltage and amperage, though). The temperature modifying powers start talking about affecting a volume (50º per 10 cubic inches per power level per second) but then instructs the players to treat a pound as 20 cubic inches. It would have been better to base it on mass from the get go. Also, it uses Farenheit instead of Celsius, which is bad news for most people from outside of the USA.
Another annoying aspect is how the game deals with psychokinesis itself. Or maybe I should put it is annoying how it doesn't deal with other powers. Psychokineis use a simple table telling you how much power you need to affect an object of a certain weight. And then, based on how much more power you have than that, how fast you can move it. Both tables are exponential, although the mass table becomes additive past power 16 (500 lbs). I really dislike this sudden change, but the basic idea works better than the temperatures above. You can't keep concentrating to get to any speed you want (unlike the temperature powers). You could instead use the weight (includding use the same weight table as telekinesis) and use the excess power to determine how much you could affect the temperature of the object. For instance with power 20, you could use pyrokinesis to affect someone's heavy clothes (around 8 lbs, power 10) to heat up to 1024F (2¹⁰, 10 being how much power you have left after subtracting the requirement for weight) in a set amount of time, say, 10 seconds. So each second the clothes would heat up by 102.4F until they burst into flames. Note that in GURPS, each combat round is a second, so even though this is quite fast, in a combat situation, your head my be ventilated way before you have time to burn your enemy.
I've played underrail for hundreds of hours, but I prefer the psionic mechanics in caves of qud tbh
Name | Description | Formula | Type | Level Gained |
---|---|---|---|---|
Teleport Control | Intrinsic teleport control which cannot be lost. | N/A | N/A | 1 |
Confusion Blast | Bolt which travels in a straight line and performs a confusion attack on every creature it passes through. Range and confusion duration are increased by Willpower and experience level. | N/A | TP | 1 |
Confusion Wave | Performs a confusion attack on every creature in an area around the PC. Radius and confusion duration are increased by Willpower and experience level. | N/A | TP | 3 |
Mind Blast | Bolt which travels in a straight line and performs a damaging attack on every creature it passes through. Range is increased by Willpower and experience level. | ((W + CL) / 6 + 1)d5 | TP | 6 |
Mental Shield | While active, increases the PC's DV and PV. | DV: + ((W + CL) / 5) PV: + ((W + CL) / 8) | S | 9 |
Mind Wave | Performs a damaging attack on every creature in an area around the PC. Radius is increased by Willpower and experience level. | ((W + CL) / 6 + 1)d5 | TP | 13 |
Telekinetic Blast | Emits a physical force blast on an adjacent target. Will destroy any trapped door unless it is occupied by a phasing monster (e.g. ghost, earth elemental). | ((W / 5) + CL)d3 | TK | 15 |
Eyes of the Mind | Shows all creatures with minds*** on the level. | N/A | N/A | 18 |
Greater Mental Blast | A more damaging and costly version of Mind Blast. | ((W + CL) / 6 + 1)d9 | TP | 25 |
Greater Telekinetic Blast | Emits a physical force blast on any tile in the visible range of the PC. Chance to destroy any diggable wall unless it is occupied by a phasing monster. | ((W / 5) + CL)d6 | TK | 30 |
Regeneration | While active, grants the PC an additional source of Regeneration. | 1 HP / turn | S | 35 |
Teleport Self | Teleports the PC. | N/A | TK | 40 |
Teleport Other | Teleports an adjacent creature. | N/A | TK | 45 |
Greater Mental Wave | A more damaging and costly version of Mind Wave. | ((W + CL) / 6 + 1)d9 | TP | 50 |
th
is determined by weight, not mass? are there different rules for telekinesis in zero gravity? (which could not be that uncommon in gurps settings)I still think the pen and paper that did psionic powers the best was GURPS 3e. 4e turned them into just another power, but 3e did psicokinesis (and related powers) by basically giving you some physical magnitudes you could reach with your power and letting the playersa and the GM figure out what could be done. It is not perfect. Electrokinesis decides to ignore this and just allows you to manipulate enough electricity to do 1d damage per 3 power points (I think 4th ediditon had a book that tried to measure how much damage a current would do based on voltage and amperage, though). The temperature modifying powers start talking about affecting a volume (50º per 10 cubic inches per power level per second) but then instructs the players to treat a pound as 20 cubic inches. It would have been better to base it on mass from the get go. Also, it uses Farenheit instead of Celsius, which is bad news for most people from outside of the USA.
Another annoying aspect is how the game deals with psychokinesis itself. Or maybe I should put it is annoying how it doesn't deal with other powers. Psychokineis use a simple table telling you how much power you need to affect an object of a certain weight. And then, based on how much more power you have than that, how fast you can move it. Both tables are exponential, although the mass table becomes additive past power 16 (500 lbs). I really dislike this sudden change, but the basic idea works better than the temperatures above. You can't keep concentrating to get to any speed you want (unlike the temperature powers). You could instead use the weight (includding use the same weight table as telekinesis) and use the excess power to determine how much you could affect the temperature of the object. For instance with power 20, you could use pyrokinesis to affect someone's heavy clothes (around 8 lbs, power 10) to heat up to 1024F (2¹⁰, 10 being how much power you have left after subtracting the requirement for weight) in a set amount of time, say, 10 seconds. So each second the clothes would heat up by 102.4F until they burst into flames. Note that in GURPS, each combat round is a second, so even though this is quite fast, in a combat situation, your head my be ventilated way before you have time to burn your enemy.