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Psionics

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Psionics
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JR Mapes
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Joined: 11 Apr 2005
Posts: 29
Location: S.E. Kansas

PostPosted: Mon Jan 19, 2009 2:52 am    Post subject: Psionics Reply with quote
 
From the list in the Character Creation thread.

28 ) Magic ain't Psionics, and Psionics ain't Magic! In CT you couldn't start with psionics. You had to locate a psionic institute and have your potential measured during game time. And in CT, psionics are illegal.


Do you use Psionics in your game?
How do you handle them since the rules are kinda sketchy.


I have had a recent problem of a player trying to use them like magic and the group relying on him to do so. See the Traveller vs. D&D thread. When I put the kibosh on the use of Psionics as a magic substitute I lost a player and irritated half the group. I know now I should not have let his Psionics roll stand but I have always ruled you roll what you roll. I could have stopped it still by not telling him there was a Psionic Institute where they were but I don't think that would have been right either since it was also his home planet. So yeah i got myself into the mess but even after I had him read all the info on Psionics in the LBB and what was in Traveller Digest he immediately started twisting it to be nothing more than a magic substitute like any good power gamer would do. Being a power gamer he found a way to min/max it.

So now I have decided no character can be psionic. I hate to do it because I think it takes away from the game. But what the heck are you supposed to do when everyone seems to want to take advantage of it. Sure its illegal but in my game the crew was rarely of ever on a planet where there was a high law level or a strong Imperium influence. If we were playing a game where they spent all their time in the heart of the Imperium's oversight I could have had the law on thier heels at all times. But thats kinda hard to justify out on the fringe.

Jerry


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Colonel
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Joined: 29 Aug 2003
Posts: 33
Location: This side of the Aslan Hierate

PostPosted: Mon Jan 19, 2009 11:18 pm    Post subject: Reply with quote
 
I have usually only allowed it with exerienced Trav players but even so I control it heavily. As you implied, some want to find a magic solution to most, or all, situations. If that were to happen, you would have to disregard the majority of the Trav rules in any version and just make it a psionic based game. Confused

One way is to balance the gaming time, since you game on low law level planets, is to have one NPCs that match or exceed your character's skill level. That NPC, if pushed, can become a strong antagonist in your story. This is also true for those that come to the table with mega skills. (Gauss Rifle 8, Demol 7, Medical 10, etc...)

The final solution is what you have done: no psionics.


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