Thread: PSI Abilities?
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September 16th, 2018, 19:43 #11Ruleset and much more content built for FGU.
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September 19th, 2018, 22:11 #12
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A psionics tab where you could put the actual talents would be nice. while it would be great to automate it, I would be happy to just have the placeholders for now and the ability to look at the talent to see its effects, etc and then manually reduce the current psi strength.
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September 23rd, 2018, 12:52 #13Ruleset and much more content built for FGU.
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September 23rd, 2018, 18:47 #14
You will do fine, MBM! Until you manage to automate it, we will probalby able to manually reduce the points in the PSI stat, when used. As long as we have some way to manage, we will manage
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September 23rd, 2018, 18:57 #15
Ok, just got my dinner (evening meal/tea etc), coding away tonight on things.
Question, how do you think PSI abilities etc should be handled, I keep thinking of many ways, from individual skills (such as Probe, Assault etc), with these linking to 'new PSI attributes' (based on the schools etc).... a bit of work, so not sure if it's overkill or not.Ruleset and much more content built for FGU.
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September 23rd, 2018, 20:11 #16
Good question. I wouldn't overdo it in the beginning. I would compare it to i.e. bribing someone. I let my players roll "persuade" skill on SOC or INT. There is no "bribing" skill.
I'ld keep it to the basics like "teleportation", "Telekinesis" etc...
That should make you the least of problems and keep us flexible in how we use it.
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