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| Isn't this one of those things that's not supposed to be discussed on the boards? Pretty sure I've seen threads like this closed before... |
As long as this thread stays on GURPS - and remains civil - it can remain.
| Isn't this one of those things that's not supposed to be discussed on the boards? Pretty sure I've seen threads like this closed before... |
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The D&D version of this usually turns ugly fast, but isn't on the list of banned topics. As long as this thread stays on GURPS - and remains civil - it can remain. |
Aah! Good to know! Thanks!
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With a toolkit system like GURPS, isn't psionics often just a trapping? I mean, when you buy the Telekinesis advantage, it could be a result of mental force, or due to your elemental mastery of the winds, or the action of the invisible daemons you conjure. Sure, you may be calculating in a few different enhancements and limitations, but "psionic" is just flavor text (or maybe a power modifier). How is a psionic teleporter different from a magical teleporter or a superheroic teleporter? They can all ruin the game equally well, because it's not the psionics that causes the problem; it's the teleportation. Like any supernatural force, psionics just needs to be properly reined in by the gamemaster. Either opponents need to be properly prepared for it, or the PC needs to pay a hefty Unusual Background for his unexpected advantages. |
| Typically, I'd say grognards don't like people messing with their fantasy genre. I'm alittle bit that way myself, though I too like psionics in every way except the flavour text. |
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Originally Posted by scahill
My game is Psi friendly, but most players went with magic. Go figure.
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