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Psionics

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Jan 20th, 2015
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  1. Psionics:
  2. Hey, everyone,
  3.  
  4. Well, I am now very close to being done the Encounter Gen; I
  5. am also very burned out on coding it, since to be frank it took
  6. way longer than I had expected and I'm not 100% sure it was
  7. worth it in a cost-benefit sense to the game, as opposed to just
  8. using that time for debugging and adding content. but it's (very
  9. close to) done now, so it's water under the bridge.
  10.  
  11. I hope to release a beta version of the game strictly to this
  12. group (since the balance will probably be a bit broken) at the
  13. end of the month. In the meantime, I'm uploading a file to the
  14. Files section called "EncStats.txt" with a dump of some
  15. encounter-gen theoretical output, honestly because I'm feeling
  16. a bit desperate to share my recent work with someone else. :)
  17.  
  18. I've also been adding some new monsters to the game, which
  19. I'm going to keep doing because it's fun and relaxing for me
  20. compared to less immediately visible development. :)
  21.  
  22. I've been thinking about a lot of different things recently, two
  23. of which are the overland map and psionics. I think I'm going
  24. to start adding code and resources to generate the overland
  25. map "in theory" as a debug function, because it's a large task,
  26. very theoretical, and I don't want to get into the same position
  27. I did here where the code doesn't work for a long time. I really
  28. felt a bit "cramped" with the encounter gen, trying to produce
  29. a playable version of it without having the time to leave it in
  30. the back of my mind and try to find a good balance for it while
  31. working on other tasks. The OM is much bigger, and has the
  32. same need for "tweaking", so I'll definitely need to work on
  33. perfecting it at the same time as I'm debugging and maintaining
  34. the game.
  35.  
  36. I've also been thinking about full-scale psionics and the
  37. psionicist class, doing design work when I get too frusterated
  38. with the e-Gen, and I've come to a bit of an impasse in terms
  39. of the system I want to use. I've got great power use mechanics
  40. and mental combat all planned out, but I'm sticking on the
  41. limiting factor for psi. The glitch is that (1) I vey much want
  42. psionics to be different mechanically from magic, (2) D&D
  43. traditionally uses a point-spend system for psi, and (3) I've
  44. already used almost the exact same system for magic in
  45. Incursion, so a straight translation of and version of D&D rules
  46. would feel very "been there, done that". The options I've got
  47. are as follows:
  48. * Psionics doesn't use any points. You activate powers for
  49. free, and the limiting factor tends to be Fatigue -- you
  50. fatigue from fighting based on the number of powers you
  51. have active, just like wearing armor.
  52. This is the current assumption of my system. Fatigue
  53. lost to psi probably won't regenerate, if only to prevent
  54. dwarves from becoming psi-gods, if only because it's
  55. out-of-genre for them. This also very much fits with my
  56. mental image of classic psi from sci-fi, which tended to
  57. exhaust the user. (You might also lose fatigue from
  58. "overclocking" powers, like an inherant kind of Maximize
  59. Spell.)
  60. * Psionics use power points like in D&D. This is the truest
  61. translation of the system, and allows for some neat
  62. mechanics with power points (i.e., psi recepticles,
  63. spending point to overpower, points in psi-combat, etc.)
  64. but it would feel like a retread of the magic system, and
  65. adds extra stats to the character sheet.
  66. * Psionics use a point system, and magic starts moving
  67. toward a more authentic spell slot / memorize per day
  68. system. This would take a fair bit of work, so I'm not
  69. hugely enthusiastic about it.
  70. * Psi uses the same points as magic does. This has a
  71. nice "unified field theory" feel to it, but it makes psi feel
  72. more like another flavor of magic, which I don't like.
  73. (I /do/ plan to have psi powers that manipulate/utilize
  74. mana in odd and unexpected ways, but that would be
  75. the concept of the power, much like a psi-power which
  76. manipulates thoughts, gravity or sound.)
  77.  
  78. I like the first system, but I worry that it might be hard
  79. to balance well. I'm also imagining a system where XP
  80. would be a distinct secondary cost of many psi powers,
  81. moreso than with magic, so that players have to balance
  82. immediate effectiveness vs. long-term advancement.
  83.  
  84. Tangent over.
  85.  
  86. Anyway, I /really/ /really/ hope I finish the e-Gen this
  87. next weekend and work out the few remaining kinks
  88. and glitches -- and really, I should; there's not much
  89. more to do.
  90.  
  91. In May, I'll try to divide what time I have left between
  92. new content and bug fixes, foncusing on things talked
  93. about here recently and the prestige classes I put
  94. forth a while back.
  95.  
  96. -- Julian Mensch
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