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Post by DM Bob on Oct 4, 2020 13:41:00 GMT -12
Initiative, d10. Psionics get a 0 for any initiative modifier (fast, natural weapons are +3. The lower mod the better)
Roll for contact if needed for power.
On a non-psion (no defense modes) roll to succeed and then any power effects.
On a psion, roll two activations and tell the DM the number on both d20 rolls. Only spend PSPs for one activation.
The DM rolls with the defense vs. attack in mind, when the attacker gets 3 successes he can affect the defender as the power states. This is now an open mind. In most games this occurs on the round following 3 tangents. In my game, if you get 3 immediate successes, you get the 4th success to affect as normal. This is good for you.
Often running out of PSPs decides high level fights. This is why you want melee or ranged allies.
Anyone in mental combat can be distracted as a wizard can... like having a friend punch them in the nuts. You also move at a slower rate when actively attacking or defending.
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Post by DM Bob on Oct 9, 2020 16:09:08 GMT -12
I slightly botched this this combat, but not by much, so I'll make sure we follow it next time it comes up. On an open mind, you roll contact the round prior. If the opponent resists, you get a -2 to your chance of success. Activation of an attack will happen on the following round. You still roll that separately for a success. Unlike the combat where psionic defenses are in play, you only roll one attack. My issue is we have so few true open minds to deal with in Athas and I made an assumption instead of looking over the rules earlier.
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Post by DM Bob on Mar 25, 2021 15:40:43 GMT -12
Note: While the combat rolls vs defense rolls in the psionics handbook make sense, I always take the activation roll as the first attack roll. This might not make much sense coming out of the blue - but it saves us dice being cast into the void.
This means low rolls for activation and combat are good. Concerning psychic combat. If you refer to the chart in the handbook, it could get a tad confusing (it will be inverted). Bottom line is: low rolls good. Instead of trying to remember to flip the rolls to establish mental dominance after the first success, be just keep it consistent.
This also means that you want your opponent to roll high and not low. More of a duel of saves.
This is a lot easier for me to deal with and I promise it's more to simplify bookkeeping on my end. I just don't want looks of confusion if we get into extended mental duels.
Thank you and this was my Ted Talk on Tangents.
-Bob
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