Showing posts with label Psionics. Show all posts
Showing posts with label Psionics. Show all posts

Thursday, 19 October 2023

Tinkering With Psionics

Just a gentle tap should fix it - oh...
Minor Repair Shop

I started this post (which is not about 1:1 time) intending just to look at psionics from the point of view of the DMG rather than starting at PHB and trying to work out how it all fits together. In the process I re-did the psionic combat table to be more useful, and in the end I decided just to re-write the system, but only slightly.

2. Character Generation

Chance of having Psionics

1% plus 1 for every point of Int, Wis, or Cha over 15. At least one of these three ability scores must be 15 or more.

Psionic Ability

Add INT, WIS, CHA. Multiply by the number of these scores that exceeds 14. Add 1d10 and double the total. The result is the character’s total Psionic Ability.

“Psionic Strength” starts equal to Psionic Ability but is expended in psionic combat and in powering psionic disciplines. This score is not divided into attack and defense and recovers at the rate given on PHB p117, up to a limit of the creature’s Psionic Ability. There is no separation into attack strength and defense strength.

The character above with Int 12, Wis 17, and Cha 18 has a base of 94 plus 1d10. After rolling a 6 for a total of 100, s/he has a psionic ability of 200.

Modes

Everyone gets C and F. Others are found below:

Mode Requirement
A Cha 17+
B Int 18+
C Auto
D Wis 15+
E Int, Wis, and Cha 15+
F Auto
G Int 12+
H Wis 16+
I Int 16+
J Cha 18+

So the above character would have modes A,C,D/F,G,H,J.


Psionic Combat

As standard, an attacker can pick any mode to attack with and the defender automatically “picks” the best defense mode available. Area attacks and defenses work as described on PHB p110. Attacking with mode J means the attacker can only defend with mode G.

Psionic combat proceeds segment by segment as usual, although I would suggest that the DM merge this in with whatever else is going on so that a fireball on segment 3 will actually interrupt or even kill psionic combatants before the round is over, for example.

On any given segment a figure may have no more than two modes or disciplines, or combination, running. Disciplines are generally paid for per round but a figure may “scrap” a discipline and replace it on any segment, no refunds given.

Discipline Costs

The costs listed in PHB are doubled. Psionic blast may only be made against a non-psionic if the attacker’s current strength is 200 or more but the cost for it and all other modes remains as printed.

3. Re-jigged Table IV. A PSIONIC VS. PSIONIC IN MENTAL COMBAT TABLE

The categories for psionic attacks are doubled in size to 50 points. So: 01 to 50, 51 to 100, 101 to 150, 151 to 200, 201 to 250, and 251+.

For the new categories, here’s a list of the best defenses against each attack in terms of total cost, with best being on the left and worst on the right. Costs are subscripted in the case of attacks. For the defenses against psychic crush the main number is the percentage chance of death and cost is again subscripted.

You can use this table for normal by-the-book psionic combat by reducing the categories back to 25 points each; the costs are the same but it’s much easier to see what’s best against any given attack.

Remember that best available may be limited by remaining points being too low to activate an option when a defender is close to exhaustion, something not noted on the table but important only near the end of a combat.

Up to 50

Attack Mode          
A Psionic Blast20 F 4 H 7 I 9 G 9 J 10
B Mind Thrust4 H 3 G 6 I 8 J 11 F 13
C Ego Whip7 H 3 G 5 I 8 F 9 J 10
D Id Insinuation10 F 2 G 8 I 9 H 11 J 11
E Psychic Crush14 G 0%2 H 0%3 I 0%8 J 0%10 F 2%1

51 to 100

Attack Mode          
A Psionic Blast20 F 7 H 9 J 10 I 10 G 11
B Mind Thrust4 H 4 I 8 G 8 J 12 F 16
C Ego Whip7 H 3 G 6 I 8 J 10 F 13
D Id Insinuation10 F 3 G 10 I 11 H 13 J 13
E Psychic Crush14 I 0%8 J 0%10 H 1%3 G 2%2 F 5%1

101 to 150

Attack Mode          
A Psionic Blast20 F 11 J 11 I 12 H 12 G 14
B Mind Thrust4 H 5 I 10 G 11 J 13 F 19
C Ego Whip7 H 4 G 8 I 9 J 11 F 18
D Id Insinuation10 F 5 G 13 I 15 H 16 J 16
E Psychic Crush14 J 0%10 I 1%8 H 2%3 G 4%2 F 9%1

151 to 200

Attack Mode          
A Psionic Blast20 J 12 I 15 H 16 F 16 G 18
B Mind Thrust4 H 8 I 12 J 15 G 15 F 23
C Ego Whip7 H 6 I 10 G 11 J 13 F 24
D Id Insinuation10 F 8 G 17 J 20 I 20 H 20
E Psychic Crush14 J 2%10 I 3%8 H 5%3 G 7%2 F 14%1

201 to 250

Attack Mode          
A Psionic Blast20 J 14 I 19 H 21 F 22 G 23
B Mind Thrust4 H 12 I 15 J 18 G 20 F 27
C Ego Whip7 H 9 I 12 G 15 J 16 F 31
D Id Insinuation10 F 12 G 22 H 25 J 25 I 26
E Psychic Crush14 J 4%10 I 6%8 H 9%3 G 11%2 F 20%1

251 and up

Attack Mode          
A Psionic Blast20 J 17 I 24 H 27 F 29 G 29
B Mind Thrust4 I 19 H 19 J 22 G 26 F 31
C Ego Whip7 H 13 I 15 G 20 J 20 F 39
D Id Insinuation10 F 17 G 28 J 31 H 31 I 33
E Psychic Crush14 J 7%10 I 10%8 H 14%3 G 16%2 F 27%1

For example, if a fresh intellect devourer (modes C D/F G; 200 points) attacks a mind flayer (A/F G H; 280 points)) with Ego Whip (C), we can quickly see that the best defence option for the flayer is Mental Barrier (H) and the costs are 7 to the attacker and 6 to the defender.

The mind flayer obviously responds with its only attack option - psionic blast (A) to which the devourer’s best option is actually either F or G since they work out at the same cost. This comes to 20 for the attack and 29 defense cost

The totals for the segment are: flayer 20+6=26, and devourer 7+29=36.

At the start of the next segment the mind flayer has 256 points and the intellect devourer has 164.

Note: that I have altered the attack modes for both monsters. In both cases the text contradicts the summary and I have followed the text for various reasons.

4. Re-jigged IV. B PSIONIC ATTACK ON DEFENSELESS PSIONIC TABLE

Simply use the table in DMG as-is but increase the attacker’s categories to 50 points as above and use the defender’s Psionic Ability (i.e., their original score).

The defender initially uses Psionic Ability to select the column, which is just the normal method. However, any points damage now reduce this Psionic Ability score as well as the target’s hit points, potentially moving the defender left on the table for later attacks. These lost points recover at the same rate as normal hit points but the only standard method for speeding this process is heal, which will restore all but 1-4 points.

A character with a Psionic Ability score of 228 who has exhausted their Psionic Strength points is attacked with ego whip by an entity having a current Psionic Strength of 200. The defender loses 35 hit points and Psionic Ability is reduced to 193. A second attack costs 40, reducing them to 153. A third such attack will allow the attacker to possess them, turning them into a “robot”, assuming that they are still alive.

5. Nothing Surprises Me Anymore

One apparent change from the OD&D system is that psionics are never surprised. They automatically throw up the best defence they can. This change came in after PHB was written and causes some of the text there to be erroneous.

As an optional rule, you could allow surprise but restrict the defender to using Mind Blank (or whatever their cheapest defence mode is).

6. Great Minds Think Alike
Incredible! A Jack Kirby head without a hat!

At the start of psionic combat, and potentially at the start of each round thereafter, a group of psionic beings who are able to physically link together may create a unimind - a psionic creation which engages in combat for the round.

One member is chosen from the group and the unimind has a psionic strength equal to this being plus 20% of each other prion in the group. Its modes are those of that individual plus any one (attack or defense) from each other member. If the points donated by others exceed the psionic strength of the nominated psion then s/he suffers 1hp damage for each point over. This may manifest as nose bleeds, throbing veins, static electricity sparks or anything else the DM feels looks good.

If a character with an ability 150 psionic strength points remaining is boosted by 180 points to create a unimind with a strength of 230; that character will lose 30 hit points.

The individual members can not be psionically attacked, although they may be the targets of disciplines as well as normal attacks and spells.

All psionic combat is carried out by the mind, which may use one attack mode and one defense mode per segment. The individuals may use a discipline but may not their modes independently.

When the mind is dissolved, all strength lost or expended by it is divided equally, with individual odd points distributed to the weakest figures first. Any figure reduced to less than zero psionic strength suffers hit point damage equal to the excess, and retains the negative score until normal point recovery restores them.

Three psionic characters with scores 90, 140, and 172 engage create a unimind centred on the strongest individual. Its psionic strength is 172+24+18=214 and its psionic modes are those of the central figure plus up to two more from the others.

After some psionic combat, the mind has expended 77 points and is reduced to 137. The 78 points are divided by 3, giving 25 and a remainder of 2. Final scores for the three figures are 90-25-1=64, 140-25-1=114, and 172-25=147.

Note that, tactically, the unimind may not always be the best option as it can only make one attack per segment whereas, in this example, the group would be able to make 3 individually.


7.
I’m in Two Minds about Demogorgon

The DMG (p79) says

It is possible to engage in only one psionic activity in addition in defense modes at a time, i.e., a psionic, while defending, could either attack or use a psionic discipline. It is never possible to attack and use a psionic discipline or to use two psionic disciplines simultaneously.

Well, you say “never”, but Demogorgon has all modes and a psionic ability of 150 “per head”. I assume that the Big-D can in fact use two psionic disciplines simultaneously, or attack and defend with one head while performing a psionic discipline with the other. I personally would limit him to using each mode once - if both heads use psionic blast then he simply attacks at a power level of 300 instead of two attacks at 150, and at a cost of 20 rather than 40.

8. Other Options/Thoughts

Open Your Mind

What if psionic-related spells and effects allowed an attracted psionic to attack the caster as if they were a defenceless psionic (assuming they’re not actually psionic)? That might make dealing with demons a bit tougher.


Latent Psionic Ability

Any character with an INT, WIS, or CHA score over 14 has a latent psionic ability. If some magic item increases any of these scores, even one well below this limit, the character may roll again for a chance to develop psionics. If the item’s effect is temporary then any such powers are lost again once the score(s) returns to normal.

Remaining Problems

There’s not enough variety in which modes are good. Really, you want B, G, and H unless you can get the big guns of E and J.

It’s difficult to make multiple-psions work in a good, stereotypical way that evokes book, comic, and film archetypes.

Sunday, 9 February 2020

Jerimiah Stonecrack and the Diamond Dwarves

Jerimiah isn't exactly a 'looker'.

1 NPC: Jerimiah Stonecrack - Diamond Dwarf Cleric

Race Mountain Dwarf
Class Cleric 9, Thief 11
Alignment LN
Age 296 (Old)
Ht 3’9“
Psi Ability 182
Psi Strength 91
Attack/Defense A-E/F,I
hp 39 (78/2)
Spells 7/6/4/4/1
Str 15  
Int 19 100% MR to 1st level illusion/phantasim
Wis 19 100% MR to cause fear, etc. (see D&DG).
Con 13  
Dex 13  
Cha 18 (17 to non-dwarves)  
Com 4 (3)  

1.1 Clerical Abilities

If encountered outside of his home city, Jerimiah will be prepared with normal clerical spells. The list below is a sample but he will of course prepare for specific situations as needed. His normal role is as a member of a diplomatic party where he can pretend to be a minor clerk or functionary, too old to be of much use but valued for his experience and nothing else. His “cane” is a powerful weapon.

Within the dwarf clan, Jerimiah is a very important person indeed and will normally have special spells memorised when at home which deal with aspects of creating new dwarves and maintaining the birth pots. These spells are not useful in combat or normal role-playing situations and are left to the DM to fill in if needed. The most critical spell (mould dwarf) is 5th level and this is a primary reason why Jerimiah rarely leaves the city - he’s just too valuable.

Jerimiah is utterly ruthless in his defense of his home and his kin.

1.1.1 Standard spells

  1. 1st level
    1. Combine
    2. Cure Light Wounds
    3. Detect Evil
    4. Endure Cold
    5. Penetrate disguise
    6. Protection from Evil
    7. Sanctuary
  2. 2nd level
    1. Aid
    2. Find Traps
    3. Hold Person
    4. Messenger
    5. Spiritual Hammer
    6. Snake charm
  3. 3rd level
    1. Cure Disease
    2. Dispel Magic
    3. Feign Death
    4. Speak with Dead
  4. 4th level
    1. Exorcise
    2. Cloak of Fear
    3. Cure Serious Wounds
    4. Giant Insect
  5. 5th level
    1. Cause Critical Wounds

1.2 Thief Abilities

Backstab x4 damage
PP 90%
OL 77%
FT 85%
MS 86%
HiS 70%
HN 35%
CW 89.1
RL 50%

1.3 Magic items

1.3.1 The Cane

Jerimiah’s cane is the unique rod of kill or cure. With 50 charges, the rod attacks as a +1 bo stick. However, each touch of the rod - not necessarily in combat - can cause or cure 1d8 hp of damage per charge expended, to a maximum of 3 charges per touch. Expending 4 charges will cast cure or cause disease, deafness, or blindness as the user chooses. All effects are at 11th level for the purposes of magic resistance etc. It can be recharged and Jerimiah will make sure it is fully charged before leaving on any external mission. Otherwise, assume it has 38+1d12 charges.

Inspection of the cane by any dwarf or anyone using detect invisible, true seeing, and similar magicks (including identify) will reveal complicated dwarven runes which effectively are a user manual listing the various dwarven activation words for the different effects (12 in all). One effect may be learnt per minute if the user is familiar with both the spoken and written dwarven language (comprehend languages is not enough), otherwise only one effect per hour may be learnt (roll 1d12, re-rolling effects already known):

d12 Trigger learnt
1 1d8 cure
2 1d8 cause
3 2d8 cure
4 2d8 cause
5 3d8 cure
6 3d8 cause
7 cure deafness
8 cause deafness
9 cure blindness
10 cause blindness
11 cure disease
12 cause disease

When used in combat, the user activates the desired effect and rolls to-hit (modifications Vs armour are recommended for this). Outside of combat it is assumed that the cure effects are desired by the target and need no save. The “cause” effects allow a saving throw if the target is otherwise unsuspecting. If the save (vs death) is made, then the user may still make a to-hit roll. Attempting to cure a target who is engaged in combat requires a to-hit roll and the risk of wasting charges. The holder can always use cures on themselves without any roll to-hit.

The cane can be used by clerics (inc. druids) and magic users. Charging must be performed by a magic user or a dwarven cleric.

G.p. value: 30,000 X.p. value: 8,000

1.3.2 Other Items

  • Amulet of proof against detection or location.
  • Boots of pass without trace (8,000gp, 1,500xp).
  • Items not normally used/carried on missions outside of Jerimiah’s homeland:
    • Full Plate +2
    • Medium shield +2
    • Hammer, +3.

The armour and shield declare in runes visible under the same conditions as the runes on the cane that the wearer is the Jerimiah Stonecrack, High Priest of the Lawful Elemental Power of Earth and acts as a symbol of fear to any non-dwarf who reads them. These runes will disappear if the armour is ever worn by a non-dwarf (the armour will adjust to fit as small as a gnome or halfling, or a short elf or human female or very short human male).

2 Psionics

2.1 Body Weaponry at 11th level (1pt/rnd)

AC 1, longsword +1; CL 8, d8+1/d12+1.

2.2 Expansion at 11th level (5pt/rnd)

14’ 9“ tall. CL 5, d8+11/d12+11. Can be combined with above to give CL8, d8+12/d12+12.

2.3 Molecular Agitation at 11th level (1pt/rnd)

Effects felt after 1 round of concentration.

3 Diamond Dwarves

The diamond dwarves are dwarven clerics who have psionic abilities and have risen to High Priest level (9th) - a level not normally available to dwarven clerics but which is possible via various methods, the easiest one of which is living long enough to attain a wisdom ability score of 19. Any dwarven cleric with psionic abilities is given a title as a gem dwarf as follows:

Level Title
9+ Diamond
8 Sapphire
7 Ruby
6 Emerald
5 Topaz
4 Amethyst
3 Opal
3 Quartz
1 Turquoise

Diamond dwarves are likely to be invited to join the Cabal if they are Neutral.

Monday, 31 August 2015

Monster: The Firebird 鳳凰

Frequency: Unique/V. Rare/special
No appearing: 1
Armour Class: 3 (AT 3)
Move: 24"/36" (Class C)
HD: 12
% In Lair: 90%
Treasure Type: Qx10, S, T, X
# Attacks: 3
Damage/attack: 1d8, 1d8, 2d8 (claw/claw/beak)
Special attacks: Fireball
Special defenses: Fire Resistance+non-magical weapon damage
Magic Resistance: 30%
Intelligence: Genius
Alignment: LN
Size: L
Psionic Ability: 240, C, D, I, J
Level/xp: X / 12850 +16/hp

The firebird comes from heaven on the ascension of a new eastern emperor, to inspect the state of mortal affairs, returning to report to the Celestial Emperor. Thus it will only be encountered in eastern nations within five years of a new emperor coming to the throne  (roll 1d6 when encountered to see which year of its stay it is in, then a d12 for the month. On an initial roll of 6 roll 1d8 for the number of days remaining in its current visit).

It makes its nest deep in a forest, mountain range or desert where it carries out interviews with spirits and fantastical creatures such as foo-dogs and lions, dragons, ogre magi, sylphs, and so forth to gather information for its report. There is a 10% chance that any encounter in lair will coincide with an audience of some such creatures (roll an additional encounter appropriate to the location ignoring inappropriate results). If encountered with a non-chaotic oriental dragon there is a 30% chance that the Firebird is in a relationship with the dragon.

If attacked, the Firebird can produce a 12 dice fireball-like effect centred on itself instead of attacking with its claws. It may do this once per turn. Additionally, it may perform any of the following once per round (as if at the 12th level of ability) instead of beak attacks: affect normal fires, cause blindness, continual light, dancing lights, detect evil/good, detect magic, fire charm, fire shield, fools gold, legend lore, mirror image, protection from evil/good 10' radius, and pyrotechnics.

And the following effects once per day in lieu of any physical attacks in the current round: ESP, command, detect lie, hallucinatory terrain, plane shift, polymorph self, protection from normal missiles, resist cold, teleport no error, wall of fire, water breathing.

The Firebird has the major science of Energy Control.

Elemental attacks against the Firebird are modified as per the entry for dragons in MM, but fire-based attacks do no damage and in fact heal one point of damage per die (or 5pts for fixed-damage attacks).

In combat (or any high passion) the Firebird's body glows with heat and although its metallic-seeming body can be struck with non-magical weapons, any such must save versus magical fire (use the worst score if there is a choice) for each successful to-hit roll or be destroyed. Successful open hand attacks cause one point of heat damage to the attacker.

The Firebird is a heavenly creature and as such needs no material sustenance and can understand and telepathically speak any language.

The Firebird's treasure will consist of gems and jewels it brings with it to pay for information which it deems useful, and magic items given to it in tribute by rulers hoping for a good report (i.e., items given to the Firebird effectively leave the campaign when it returns home, so this can be a good way to get rid of artefacts). If the Firebird polymorphs into an appropriate form, it will certainly use these items in defense. It will trade magical items on occasion, but will only give an item in exchange for one with at least 10% higher gp value, and even then it will haggle from a starting point of 100% higher. Easily offended by mortals, it will break off discussions at the slightest provocation. Initial reaction rolls for the Firebird are at -10% as it is a grumpy old bird, but it will never instantly attack any creature unless it is obviously a thief or of a race which is normally chaotic.

Description: because the Firebird can polymorph, reports of its appearance, and even sex, are jumbled but it seems that its natural form is that of a huge red, black, copper, gold, and yellow peacock some 20' long.

The Firebird is generally officious and uninterested in mortal concerns except where they impact the continuation or support of the harmonious rulership of the rightful claimant to a throne. In such cases, it will side with the claimant and aid them unless they are aligned with chaos, in which case it will oppose them; Good and Evil do not interest it. In other matters, it will stick strictly to the business of information gathering and in no case will it remain on the PMP for a day over five years.

Tuesday, 22 October 2013

Monster/Campaign: The Cuckoos

Aren't they adorable in their little suits?
Who's mummy's little alien seedling?
The Cuckoos are a strange race who's adult form is purely intellectual and is normally encountered only on the astral plane, where it is greatly to be feared. Fortunately for astral travellers, the adult form is the shortest part of the cuckoo's life cycle. Unfortunately for everyone, if the adult form is encountered it is because the cuckoo's are travelling from one world to infect another.

4-24 cuckoos (the number of adults in a normal encounter) will approach a world, spread out over it and each will start a new iteration of their life cycle by creating a psychic "egg" which is used to infect one populated site; the adults dying in the process.

The Cuckoo's Egg
Each adult will attempt to find a settlement of beings with no adult member possessing less than INT 5 which is reasonably isolated (basically, not part of some larger settlement) and capable of being encompassed by the cuckoo's "egg" - an invisible psionic sphere two miles across which has a number of effects.

The first one is somewhat like that of a sleep spell. Any creature within the volume of the egg will fall asleep. Those with less than 2HD get no save; others do and receive WIS modifiers.

The egg's second function is to harass those intelligent beings who prove to be immune to its sleep effect, with the intent of forcing them away from the area. This will take the form of a psionic attack. The egg has 200 attack points, all attack modes and can not itself be psionically attacked. It does not recover attack points, however, so if it can be resisted then it will eventually simply give up.

The egg's primary function is the production of new cuckoos. This is done by causing all the females of child-bearing age to become pregnant. Individuals may make a save versus breath weapon, with WIS modifiers, to avoid this fate. Note that this effect may take some time to become apparent.

Those who are put to sleep by the egg will recall nightmares of a fairly unspecific nature but which in fact create a post-hypnotic desire to protect the young cuckoos when they "hatch" via normal childbirth. This will have a 50% chance of compelling the victim to protect the children both before and after birth, although the strength will fade away by 5% per month after the "happy events".

The future mothers, however, will be specifically targeted by their foetuses prior to birth using the minor psionic discipline of hypnosis and so will be totally incapable of knowingly allowing any action which would threaten the pregnancy.

The Children of the Cuckoos
The young will be born at more or less the same time (and this applies across the infected sites as well as the individuals within each site) but they will manipulate the labours in order to ensure the maximum chance of success viz-a-viz available midwives and other help. Other than this, the chance of a successful birth will be the same as is normal for the campaign world and the specific location therein.

It's easy to spot once you know it's there
Physically, Children will resemble their host race, although probably not their host parent, but will have some distinctive trait that they all share - albinism, violet eyes, long or missing tails if the host is a tailed race, different hair or plumage etc. The difference will be strong and distinct but it will not be physically handicapping.

The stats for the Children are more or less normal. However, they will all have INT, WIS, and CHA rolled on 10+3d3 and they will all be psionically endowed.

At birth, each will have one attack mode and two defence modes, however they will initially rely on their minor discipline of hypnosis.

Psionic strength base is calculated as normal (so there is a minimum score of 3 and a maximum of 84) but no percentile roll is made. Instead, each infant is born with a score equal to their base plus 10 and psionic ability is double this - so from 26 to 188.

Growing Up Different
As the Children grow they add 5 psionic strength points (and therefore 10 points of psionic ability) per year for 10 years. On odd Birthdays, each cuckoo will develop a new attack or defence form (at random but no re-rolls) and on even ones they develop a new minor discipline and add a general level of mastery.

The development of the minor disciplines is such that any particular group of Children will only have a maximum of two examples of each type. On the Birthday, roll for the strongest Child first and then down to the weakest, with later members of the group simply not developing any new ability if they roll one that has already two examples in the group.

It's like Russian Roulette, but
with less uncertainty
No member of the group will willingly stray further than a mile from the others during this period and they will use their hypnotic power to protect themselves and ensure that they are well fed and looked after by their hosts. They will attempt, probably very successfully, to remain hidden from the outside world and strangers will be well-treated initially. Only if they show signs of staying too long or nosing about will any trouble occur.

On the 12th Birthday, the stronger members of the group will decide upon the weeding out process. Any Child with less than 3 minor disciplines, or less than 3 attack forms will be "consumed" in a ritual which results in their psionic points being drained and divided evenly among the "strong" members. If all the surviving Children are classed as weak, they will all die and the infestation will be over. This process is part of their life cycle and individuals will not resist - indeed, can not resist. The host bodies of weak members do not survive this process.

Village of the Damned
The survivors will now have psionic ability scores roughly in the range of 126 to 288 (perhaps slightly more if there were weak members to absorb) and as part of their 12th Birthday development all survivors gain two major psionic disciplines: Mass Domination, and Telepathic Projection. Mastery levels for all psionic effects will be raised to 8th and all the Children make a final roll on the minor table, limited as before to 2 examples of each ability within the surviving group.

The next phase lasts for another 12 years during which the Children gradually dispense with those members of the host community of no use to them - starting with the elderly and those under about 4 years-old. Anyone able to resist the cuckoos in any way will also be eliminated and there will be much less fuss about hiding from the outside world.

Breeding will commence with the adults around them, which will result in cuckoos rather than normal host children, regardless of whether the mother is a cuckoo or a host. Cuckoos can not breed with each other.

Once there is a new generation of 12-year-olds ready to breed, the first generation will leave the area to find new locations where their powers can be used to create ever more cuckoos. Back at the original settlement, once all the host adults are beyond breeding age they will be dispatched (probably at their own hands) and the place abandoned.

Ever Onward
Host bodies will live a normal lifespan, albeit one that has all the advantages that can be obtained by such a species' use of its powers over those around them. When the host body dies, the adolescent (ie one that is more than 11 years-old; young cuckoos simply die if their body is destroyed) is finally released to become an adult without physical form. This adult can produce a new "egg" - perhaps with a new target host race. If no viable sites are available then the adults will form into packs of 4-24 before leaving to find new worlds to consume. Adults gain 4 levels of mastery (ie, 12th) and an additional 20 points of psionic ability.

Violent death of a host body is likely to be accompanied by enough psychic distress to kill the cuckoo itself, unless a save against death is made. If the cuckoo has no class levels (all have the potential to gain levels, but need to find a mentor before the age of 12 in order to fulfil this) then they save as a 4HD monster. The cuckoos will not normally risk suicide unless they have infected a long-lived species, in which case they will end their own lives at the age of about 100. Naturally, they will do this in a way that avoids violence and the need for a saving throw.

Adults
Frequency: V. Rare (astral plane only)
# Appearing: 4-24
AC: 10
Move: 24"
HD: 4
% Lair: nil
TT: none
# Attacks: none
Damage: none
Special attacks: Possession, psionics
Special defenses: +2 or better to hit
MR: std
Intelligence: 10+3d3
Alignment: Lawful Evil
Size: M
Psionic Ability: 142+4d4x10
Attack/Defense Modes: var./var.
Lv/xp: V/ 230+4 per hp

For random encounters with adults, assume 1d3+2 attack forms and 1d3+1 defence forms. All adults will have hypnosis, mass domination, and telepathic projection as well as 1d6 other minor disciplines at the 12th level level of mastery.

The adult forms will attack anything they encounter, in order to prevent any warning of their movements. Although normally invisible, the adult form resembles a fuzzy ball which propels itself through the astral plane by will force alone.

Intellectually, the race is detached and aloof, considering all other intelligent PMP races as farm animals to be used as tools and discarded when they are no longer useful. Although not a hive mind as such, they are completely devoted to the survival of the race and will willingly sacrifice themselves for the good of the group and, of course, many will actually have abilities that allow them to work in concert. Although evil, they are not sadistic - they don't care enough about their hosts to engage in that sort of behaviour - although their treatment of the host parents will certainly be cruel.

Children
Children are difficult to stat out as normal monsters as their abilities vary by the host race to some extent. However, they do appear in lair 100% of the time (with treasure appropriate to the location and host) and of course they have psionic abilities which add to the xp value but even these vary with age.

Working together for
a more ordered tomorrow
It is worth remembering that psionics can work together in chains, and even when young the Children will do this in order to maximise their ability to resist any threat to their uncanny "kindergarten". Adults will do this too, of course.

The older adolescents who have moved on from their original homes are more stable and will have the same number of attack modes as the adults, no major disciplines and mastery of their minor disciplines at the 8th level.

Notes
Yet another example of my belief that something interesting can be done with the psionic rules even if they are badly written and explained. The monster is of course based on the Midwich Cuckoos by John Wyndham, which was made into a movie called "Village of the Damned" in 1960 (and, bizarrely, remade just four years later as "Children of the Damned"). It also inspired many comic book adaptations and variations, including "Freak Angels", a modern "what if the children had grown up?" look at the idea.

The monster can be used as a one-off, but it also has potential to kick off a major development in a campaign world as various sites are infected, discovered, and tackled while the cuckoos use puppets and possibly their own powers and class abilities to counter any resistance.

Friday, 8 March 2013

The Travellers [Monster/Race]

The Travellers
The mysterious race known to the Druids as "Travellers" come from some alternate PMP where psionic powers are much more commonly developed by that plane's "humans" than in the normal AD&D world. The actual "Travellers" are a group of these humans who have developed the psionic science of "probability travel" and combined it with a desire to explore the multiverse. It is surmised that most of the race stay at home and thus do not become Travellers, and there is no over-all name for the race, who's homeworld is unknown, at least on any world where magic works.

All Travellers have Int, Wis, and Cha of at least 13 (roll 4d6, discard lowest and move any score under 13 to 13), with one of the three being 16 (pick at random or choose); their other ability scores are in the normal 3-18 (just roll 3d6) range. Psionic strength is calculated using 1d20x5 plus the normal bonuses given in PHB.

Travellers select their attack and defence modes in order (ie, a Traveller with 2 attack modes must take A and B; one with 4 defence modes must take F-I).

Disciplines are rolled on the PHB table using 1-60 (d3 + d20) plus 40, and probability travel must be selected as a major discipline.

The level of a Traveller when encountered will be 1d6+5 (or enough to have obtained all their rolled disciplines, whichever is higher) and they generally function as magic users for purposes of which psionic disciplines and magic items they may use, but they have 8-sided hit dice and may receive up to 2hp per level CON bonus. They may use any weapon but receive a -4 penalty for any melee weapon (they use missile weapons normally).

Their homeworld is technological rather than magical to a degree that they suffer/benefit from the same relationship to magic as dwarves do in respect of magical saving throws and difficulties using certain items (they have no special bonuses as regards poison, however).

They regenerate 1hp per turn so long as they are alive.

Those encountered will be Chaotic but may be of any morality from Good to Evil, and 90% are male (due to socio-political issues on their homeworld, it is assumed, although perhaps that is just the sex-ratio of their race). They tend to travel alone, but the more powerful practitioners may use some of their psionic ability to bring non-Traveller companions along on their adventures across the worlds.

Although able to travel to the Outer Planes, the Travellers are known to avoid such and it is thought that their technological background somehow makes such locations more dangerous for them in some way. They may be encountered on the Inner Planes with more regularity but even then only if the Traveller's disciplines will are those that make the environment more survivable for them.

Travellers have various reasons for their travelling and some are rivals while others friends or lovers of sorts, but no example is known of two Travellers regularly travelling together. They are uniformly tight-lipped about life on their homeworld and do have a tendency to treat other intelligent beings with a touch of condescension. If they join a party, it will always be as leader (this may not be stated up-front, but it will always be assumed by the Traveller).

Each Traveller will have fields of interest as per a sage but they travel light and may or may not have facilities equal to a library with them when determining chances to know specific information.

Companions
Due to the requirement that the Traveller is the leader, any characters who agree to join them become NPC henchmen under the Traveller's direction. This does not preclude "short-term engagements"; basically single adventures.

Plot Hooks
A Traveller is posing as a sage in a city and has been buying items off adventuring parties which correspond to his/her field of interest. Players being what they are, it will only be a matter of time before they attempt to rob the Traveller. The Traveller's companions may also turn up as hired help for parties investigating particular areas/legends relevant to the Traveller.

A Traveller sans companions materializes by a party who are lost or otherwise desperate and offers to transport them to safety if they first help him/her investigate some nearby site. Depending on the Traveller's alignment, they may not honour this but in any case a successful outcome may result in an offer to take either PCs or henchmen on as companions.

The party come across a village decked out in Nazi insignia. A Traveller has studied Hitler and other fascists and decided that the system is a good one but only where there is no threat from other technologically advanced nations. Using their psionics, they have dominated (perhaps literally using that power) this area as a test bed. The local blacksmith has made a crude tank powered by steam under direction of the Traveller. Currently it fires nothing more effective than steam (3" long cone, 2" wide at terminal, 2d6 damage, save against breath weapon for half) but the Traveller is considering taking on a magic-user companion to beef it up a bit.

An injured and slightly delirious Traveller is encountered who is being pursued by "silver suits"; s/he is keen to get in touch with "Giji and his sons". What these things may be is up to the DM.

An evil Traveller has taken up a position of power in a neighbouring area (probably as the power behind a throne) and is spreading their influence over the surrounding territory. The PCs are contacted by a noble who has lost his lands and wishes to hire a group to investigate and overthrow this new power. The noble is eventually revealed to be another Traveller, a long-standing foe of the evil one. If the evil one flees this world, the good one will follow, possibly after offering companionship if the party has been helpful.

A Traveller contacts the party, seeking "those who can deal with the exceptional". The barest of plans will be outlined but the target is apparently some artefact of great power guarded by many terrible monsters whom the Traveller describes as "nothing you have ever encountered before". The Traveller is not worried about these monsters and in fact seems eager to get started, excited even. The size of the party is limited by the Traveller's probability travel power as the artefact in question is on The Starship Warden.

The party is openly contacted by a Traveller who wishes to be shown the "unique flora and fauna of this world" and is willing to pay in both gold and a smattering of "magic items" which may, in fact, be technological items such as video phones, laser pistols, super-insulated tents and other similar equipment which is useful for adventuring.

And so forth... Eventually the Gay Deceiver will make an appearance and then all bets are off!

Saturday, 11 August 2012

Oh, Yeah, Psionics.

Monsters! Monsters from
the antiquated Psychotherapy
School!
Psionics, psionics, psionics; what are we to do with you?

Psionics made their first real appearance in Suppliment III to D&D "Eldrich Wizardry" (the one with the naked blonde lying on the alter - how things would change once the game hit mainstream!) in 1976. I say "real" because the mind flayer had been written up a year or more earlier in the first issue of The Strategic Review, including the table for their fearsome "Mind Blast" which would become the "Psionic Attack Upon Non-Psionic Creature" table on p78 of AD&D's DMG several years later.

The fact that the mind flayer's attack would never be formally defined in AD&D as being the same as "psionic blast" is symptomatic of the mess that was created by one of the worst systems of nomenclature in the game (or any game).

I've never not used psionics, but I've never pushed it either. In practise I use it for monsters and little else but even here there are many difficulties. In rough outline the system in the PHB works something like this:

The idea central is that psionic creatures have a pair of point pools from which to pay for various attack and defence modes. An attack using a mind thrust costs 4 attack points; a defence utilizing a mental barrier uses 3 defence points.

In addition to these attacks and defence options, many psionic beings have the ability to do various psionic disciplines. These have a charge listed in points, so animal telepathy costs a point per round, and this is the first source of confusion (for the player at least) - in fact this cost is applied to both the attack and defence pools, so animal telepathy actually costs 2 points per round in a sense.

These double-sized points are referred to in the PHB as "strength points", but there is also this marvellous piece of text on p110:
The total is the psionic strength of the individual; it is the strength for attack and for defence. Psionic ability is double psionic strength, i.e. 10 to 344. One-half of psionic ability is attack strength, one half is defence strength.
Okay, what?  So, if a character has an attack strength 120 (and therefore a defence strength of 120) then they have a psionic ability of 240. Psionic ability is never changed; it is simply a measure of the characters "rested" maximum scores. Each strength point expended using a psionic discipline will reduce both attack and defence, so in terms of the costs given in the PHB this character will never be able to expend more than 120 points on disciplines, perhaps much less if they have expended points on attacking and defending.

In a burst of poor design, psionic strength recovers at 3 points per hour of light activity (walking etc). So that's 1½ points to attack and 1½ points to defence totals. Very useful.

Well, anyway, that seems just about understandable from the players' point of view. Sadly it gets a bit more complex for the DM.

First up is the psionic combat table. This is indexed by "total psionic strength". Right - is that attack strength or defence strength or your total current total of jumbo-sized "strength points"? It seems to be attack strength, as the table for attacks on defenceless psionics is more explicit and says "attack strength".

That's also backed up by the statement that psionic attacks on non-psionics (ie, psychic blast against normal creatures) is only available if the attacker has 100 attack points currently available; such an attack costs 20 points according to the PHB. These numbers become important when we look at the monster manual.

Original Inspiration for Mind Flayer
Dead in d4 rounds, baby.
First up is the ur-psionic, the mind flayer. The attack/defence modes given in the MM are B and FGH. This has led many DMs to think that the monster has the psionic attack mode of Mind Thrust in addition to some special ability called the Mind Blast which is unrelated to the psychic blast. This seems unlikely in the extreme, given the history of the Psionic Attack Against Non-Psionic table and the correspondence between the area of effect of the supposed mind blast and the psionic blast. Possibly the confusion of using the letter B derives from the table on page 8 of EW which lists the attack modes with psionic blast second (because the list is in order of maximum range) or perhaps it's just a simple typo with no particular cause.

Monster Manual monsters generally have an entry in their stats for "Psionic Ability". For mind flayers this ranges from 241 to 340, so 290 is average giving an attack strength of 145, which is quite powerful but means that the average lone flayer can only make two psionic blast attacks on non-psionics.

The other classic example of a psionic monster is probably the intellect devourer and it too suffers from an apparent typo in its psionic ability entry. The text for the monster is pretty specific that it has id insinuation (D) and ego whip (C) attack modes, but the listing gives ego whip and psychic crush (E); this should probably be changed to match the text rather than changing the text to match the stats.

Interestingly, the text for the intellect devourer also mentions (as it does in EW) that the monster's "psionic strength" of 200 makes it reasonably easy to engage in psionic combat, cementing the idea that the terms "psionic strength" and "psionic ability" are synonymous. The devourer's attack and defence would work out at 100 each which is, indeed, two classes down from the top level of the psionic combat tables. So it looks like we've really got a handle on this stuff (play "sardonic laughter" track #3 now, if following along with the sound effects disc).

23 Shedu
The shedu was one of the first psionic monsters published which was not evil. It has 3 major and 5 minor psionic disciplines which it performs at 9th level and is able to use all the psionic attack and defence modes.

And a psionic ability of up to 100.

That's a maximum attack strength of 50 (and a minimum of 35). That's not a lot. In fact, it's low enough that it can not affect non-psionics with its psychic blast at all. This might be intentional but the score looks very low to the point that, because of how psionic combat works, the shedu might be better off not being psionic at all. Let's look at the original write up.

Potential Problems
When we look back at Eldrich Wizardry and the original description of the shedu we get a nasty shock - there is another stat called "psychic potential" in addition to attack strength, defense strength, psionic strength, and psionic ability! For the shedu, this is given as "55 to 90" and is almost certainly the origin of the numbers in MM. But the original intent was not that this would be used as the final value, it was simply an input into a formula for calculating psionic strength (ie, the jumbo points value).

The formula was: psychic potential plus (number of disciplines times 2) plus (number of attack and defense modes times 5) gives psionic strength.

For the shedu these bonuses add up to 16+50=66, giving a final psionic ability (in the sense of the mind flayer and the intellect devourer) of 136 to 166. In fact, in EW the shedu had 11 to 18 disciplines (which were not divided into major and minor) so its score there would have ranged from 127 to 176 so the AD&D version is a smaller range but this seems to be more or less the correct value. In EW, the minimum attack strength to affect a non-psionic is 120, so it seems that it is indeed a design intent that shedu can not affect non-psionics.

In EW, psionic potential was also used in the table for attacks on defenceless psionics which was completely redone for AD&D and it remains only in the form of the (unnamed) score on d% which a player makes to determine their character's basic psionic strength before bonuses. It seems that whoever typed up the monster stats did not pay close attention to the complicated terminology and simply copied the value across with some minor changes (perhaps working from a partly annotated EW provided by Gygax).

Looking with a more jaundiced eye at the other MM creatures which first appeared in EW we find that the couatl and ki-rin have suffered from a similar treatment. For ki-rin this equates to a revised range of psionic ability which ranges from 200 to 270.

The couatl has a slightly more complex problem in that we are told that it should have "commensurate attack and defense modes". Well, what the hell does that mean?

In fact, in EW, attack and defense modes were gained in a ratio to the number of psionic disciplines. Those ratios were 1:4/1:3 (attack/defense) for non-fighters and 1:5/1:4 for fighters. The couatl should therefore have one attack and two defense modes determined randomly in AD&D, although in EW they had at least 9 and up to 16 disciplines.

Sticking with the AD&D version, this gives the couatl a psionic ability of 87 to 137. Because of the cumulative effect of having fewer disciplines leading to fewer combat modes, this is quite a drop from EW where the monster had a range of 103 to 187 so you might want to think about boosting it a bit in AD&D.

He's here again, the man
with the child...
Sorry, wrong song
All Pandemonium Breaks Out
The demons (and devils) exhibit yet another problem with the conversion from OD&D to AD&D although it is again obvious that the problem is that someone simply copied numbers across without noticing that the terms were slightly different and had different meanings. However, in this case the problem is probably reversed in that EW is wrong and AD&D is correct (probably by accident).

In EW, the main list of demons' psionic strength is a list on page 38 of their psionic attack strength, and these are the values that we find listed in the MM for their "psionic ability". The nett effect of this is that the demons were demoted from their position as the absolute top-dogs of the psionic world to a slightly junior position behind the very best human practitioners.

In addition to moving the demons down in terms of rank, the change also had a knock on effect in terms of how encounters ran. In EW Type IV, V, and VI can all attack non-psionic opponents with their psionic blast powers; in AD&D, none of them can.

This has a major "flavour" effect in that it means that madness and fear etc. are not associated with demonic encounters in AD&D, whereas they are in late-period OD&D. Look at the results of failing a save against a psychic blast and it's clear that a careless magic user runs a risk of insanity or feeblemind when dealing with things that should not be dealt with. In AD&D this has been mostly swept away by the apparently unintended reduction of demons' psionic abilities.

Now, this has been discussed in a few places, although not usually in the context of the other conversion problems from EW, and the objection has been raised that, for example, giving Yeenoghu a total psionic strength of 600, Orcus 700, and Demogorgon 300 per head is wild-off-the-scale-bonkers.

I agree, but I also think that giving type IV (a demon particularly associated with the mind), type V, and type VI the psionic blast but no chance to use it against humans seems wrong and odd too.

In addition, in AD&D, humans range up to 344 psionic strength, well above all but Orcus. Admittedly, this is exceptional but it is possible.

In OD&D the system for gaining psionic ability (which is not even possible in AD&D) was complicated but it would be possible, just, for a 10th level character to have a score of 190 (if my calculations are correct, which I doubt).

On balance, I think the answer has to be that it was EW that was wrong in the first place and that the table there should have said "Total Psionic Strength" instead of Attack Strength, making the values in the monster manual "correct".

But in truth I don't like either answer. The lower-order demons are too weak in their mental powers - something that they are strongly associated with in myth and legend - but if we double everything then the princes are too powerful. There are balance issues with psychic crush too, if we go that route.

Possibly a better solution is to examine what is missing from the demons (and devils, which were added in AD&D as lawful counterparts to the demons) both in MM and EW: psionic disciplines.

Following the EW formula, we would expect a succubus, for example, to have something like 10 disciplines in OD&D. If we counted majors as double in AD&D, then we could give out 4 minor and 3 major for example.

Again, however, I don't think this captures the feel of the sort of mind-bending powers I associate with demons or devils and many of the disciplines overlap with demonic spell-like powers so it would be hard to give them out without duplication.

In the end, I can live with the demons as they are. I'm not interested in re-writing the whole psionic system and so I tolerate it without encouraging it. I like mind flayers and some of the other psionic monsters, and a psionic NPC now and then can be a nice change from "just another magic user".

Beyond the Monster Manual
Whatever the case, the power scale established in the monster manual for demonic psionic ability is the one followed in MMII, Deities and Demigods, and even Fiend Folio (cursed be its name), which is another reason I shy away from any major change to the demons.

D&DG did however break slightly with the format in MM and gives a psionic class from I to VI. Cthulhlu  is in class I with a range of psionic strength from 326 to 365, 5 minor, and 2 major disciplines. Since Orcus would qualify on the basis of the MM ability score, perhaps that would be appropriate for him too, while our succubus would be class IV with 3 minor and 1 major discipline. I've never tried applying the D&DG values back to the monsters with no listed discipline but it might be worth investigating, especially as this gives much smaller numbers of disciplines than the rather generous OD&D system.

Mrs Columbo? She loves all
that psychic stuff. Me?
I've never understood all
those letters and things.
Just One Last Thing
I mentioned that an average lone mind flayer could probably only make two psychic blast attacks on a non-psionic. At the end of the PHB section on psionics there is a piece entitled "Multiple Psionic Operations" which is seldom discussed. In fact there are a couple of places where the rules allow psionic creatures (mind flayers appear in numbers of 1-4, don't forget) to work together.

The first aspect of multiple psionics is in respect of defence against attacks in an area. Both the intellect fortress and the tower of iron will have an area of effect any psionic within those ranges can defend with the best of their own defenses or any overlapping ones. It does not specify that this is something that the users of the tower or the fortress have a choice in, although the areas covered are small enough that this is unlikely to have an effect in game. Non-psionics also gain substantial bonuses on their saves against psionic blast when inside the area of effect of a tower or fortress. Whether multiple such defenses grant cumulative bonuses is not stated but I presume not.

The other example of psionics sharing on page 117 is split into two aspects: range boosting, and strength boosting. In neither case is it clear how close the participating psionic creatures have to be. In the case of range boosting, I suppose that each creature must be within their own base range of the others, but it could be argued that the boosted range should be used. In any case, each participant adds 50% of the weakest participant's range to the range of the discipline.

As an example of the different ways to interpret this: telepathy has a range of 1 light second, meaning that a single psion on the moon could not communicate with someone on Earth. The question is whether a psion on Earth could communicate with a psion on the moon since the boosted range (1½ light seconds) is in fact enough to cover the distance. This is rather cool, so I think I would allow it but it would also be a reasonable interpretation to say that the two psions would have to be together on the moon to communicate with anyone on the Earth, psion or not (line of sight is an easy restriction to get around in a game with magic, BTW).

The second form of psionic boosting is to add strength points to an "operative" who is engaged in psionic combat (nothing else). Again, there is no guidance about how close together the psions need to be - perhaps they need to hold hands; perhaps they need to be or can be in telepathic communication or perhaps limited by the range of their attack modes; DM's call.

Anyway, assuming that everyone is in range the procedure is that starting at the psion with the lowest psionic strength (that's the jumbo points again) adds one fifth of their score to the next strongest, who adds one fifth of their modified score to the next one and so on. The final operative attacks and defends for the whole group but all are affected by the result of the combat.

Let's look at two mind flayers with 220, 280 strength points distributed between attack and defense as follows:

#1 90/130
#2 80/200

As it stands, neither can affect a part of non-psionic adventurers. But if #2 contributes 56 points to #1 (which are split into 28/28 attack and defence points), then #1 will be able to make another attack, since its attack strength will go up to 118).

Here's another example, this time the above two mind flayers are joined by a fresh one on 160/160 (ie, 320 psionic strength points).

Number one adds 44 points to #2, taking it to 324 (102/222). Number two then adds 65 points to #3 (we round up all fractions). This is halved (losing a point in the process) to give it 32 points on attack and defense taking it to 192/192.

Original Inspiration for MM Sucubus Pic, Apparently
Look at the id insinuation on that!
Let's imagine that these mind flayers then engages a succubus in psionic combat. This costs the lead mind flayer 20 points of attack strength (and the succubus defends with Intellect Fortress, costing her 16 points), while the succubus' return of Id Insinuation (10 point cost) only costs 7 defense points; however, these 7 points are lost from all three mind flayers.

So after the first segment of psionic combat the succubus is down to 90/84 and the mind flayers to 172/185, 80/193, 90/123.

The rules do not say whether this transferral is for a full round or must be re-calculated for each segment of psionic combat but I would suggest the former - the system is bad enough as it is! Since these two combatants have only one attack form each, the combat can be calculated quite "simply".

How We Wanted Psionics to Work
Too many numbers!
After segment 2: succubus: 80/68; MF: 152/178, 80/186, 90/116
After segment 3: succubus: 70/52; MF: 132/174, 80/183, 90/113
After segment 4: succubus: 60/36; MF: 112/170, 80/179, 90/109
After segment 5: succubus: 50/25; MF: 92/166, 80/175, 90/105
After segment 6: succubus: 40/7  ; MF: 72/164, 80/173, 90/103
After segment 7: succubus: 30/0  ; MF: 52/162, 80/171, 90/101
After segment 8: succubus: coma; MF: 32/160, 80/169, 90/99

What happens at the end of the combat, or the end of the round, is not clear but I'd suggest that any "unused" points are returned to those who donated them. In this case there are none, but if say the lead mind flayer had ended the round on 165/170 then it would have had 5 attack and 10 defence points left from the 32/32 that #2 had donated. A similar system would be used to cascade back to #3 and so on if there were more in the chain.

All of this shows that psionic combat can be a real numbers-grind, although it can be fun for a group that's really into that sort of super-detailed thing. By and large, the vast majority of players have not enjoyed it and many alternatives have been suggested over the years. Perhaps help is at hand in the form of laptops and tablet computers which could automate the numbers to some degree. Time may tell but unless someone does come up with a useful system for automating some of this there's little chance that we'll see an old-school psionics renaissance any day soon.

And that's all I can tell you about AD&D psionics. Some of it may even be right!