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Alt. 2nd Ed Psychic rules?

 
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Adoni-Zedek
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PostPosted: Fri Feb 10, 2006 11:44 am    Post subject: Alt. 2nd Ed Psychic rules? Reply with quote

I love the psychic powers in 2nd Edition, but I always hated the psychic phase itself. It was just so unweildy. It took almost as long as the whole rest of the turn, as well.

So I came up with some alternate rules. Instead of the Psychic phase, you can initiate psychic powers at any time during your turn. Each power has a difficulty level based on the number of force cards required, and you had to beat that roll on 2d6 to initiate the power. Force weapons could modify the roll, as well as the level of your psyker to the highest level psyker your opponent had, and a few other things.

Anybody else come up with alternate psychic rules?

edit: (I suppose this thread really belongs in the alternate rules section, but I am thinking 2nd Edition, so maybe it's okay here)
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PostPosted: Fri Feb 10, 2006 12:39 pm    Post subject: Re: Alt. 2nd Ed Psychic rules? Reply with quote

Adoni-Zedek wrote:
you can initiate psychic powers at any time during your turn.
Does this take the place of the models' other actions? The P-phase is there so that psykers can move & shoot on their turn and PSYK on their turn AND the enemy turn.

What was your solution to this?
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Adoni-Zedek
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PostPosted: Fri Feb 10, 2006 12:55 pm    Post subject: Reply with quote

The psyker can attempt to initiate each power he possesses once each turn, in addition to normal actions each turn. So he can still shoot/charge/cower-behind-hard-cover each turn as well. Note that he can only use powers on his own turn, not his opponent's.

We still deal out warp cards, but only 3 per player, and only once, at the start of the game. Force cards may be used for a one-time bonus attempting to initiate a power, and nullifies may be used to auto-nullify a power, but once you use them, they're gone. The other cards work pretty much as normal.

Also, since you can't use powers on your opponent's turn, we halved the mastery level cost. (instead of +25 per level, and +30 per level for chaos, it's +12.5 amd +15 per mastery level respectively)
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PostPosted: Sat Feb 11, 2006 6:14 am    Post subject: Re: Alt. 2nd Ed Psychic rules? Reply with quote

Adoni-Zedek wrote:
Anybody else come up with alternate psychic rules?


Yes.
Originally designed to replace the entirety of the 2nd edition psychic rules.
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PostPosted: Sat Feb 11, 2006 9:51 am    Post subject: Re: Alt. 2nd Ed Psychic rules? Reply with quote

Adoni-Zedek wrote:

edit: (I suppose this thread really belongs in the alternate rules section, but I am thinking 2nd Edition, so maybe it's okay here)


Firstly let me say welcome to the forums! (Just in case no one has said that yet Very Happy

No this is the proper forum for this. This is the catch all for any and all Rogue Trader and 2nd Edition topics. The alternate rules are for 4th edition and newer rules.

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Adoni-Zedek
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PostPosted: Sat Feb 11, 2006 6:20 pm    Post subject: Reply with quote

Thanks for the Welcopme, McCragge! Very Happy I really like this forum. Lots of cool stuff for those weirdos (like me Freak ) who still like 2nd Ed.

R/T I've never played, but aside from the vehicle rules, I heard it was pretty awesome!

The points-based psychic powers seem pretty cool. The only thing I don't like about using leadership checks for initiating psychic powers is that some armies have advantaged over others, even though (in theory) one level 4 psyker ought to be pretty much the same as any other level 4 psyker, at least for ease of initiating powers. That's why I went with a difficult roll (on 2d6) instead.

Force 1 ~ Difficulty 7
F2 ~ D9
F3 ~ D11
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PostPosted: Sun Feb 12, 2006 7:10 am    Post subject: Reply with quote

good job on the power list rob. the selection of available powers is simply printable Smile this 'one power per turn' thing balances quite well the 2ed dice rolling and rerolling nullifies, destroy powers etc.
daemonic attack may occur when double 6 is rolled during ld test.

welcome aboard adoni-zedek. if i'm correct the lowest ld for psykers is 7. warphead is at 8. chief librarian has 9 and hive tyrants is more than decent 10. seven is average number on 2d6.
anyway what's up modifiers for force weapons? how much do they add to difficulty roll? +2? since we're putting the force cards away, nothing remains to be stored inside the force weapons. 7,9,11?
if you remove one dice from the test then you could as well lower the difficulty to e.g. 6,7,8 with the casting test beeing:
mastery level +weapon bonus +d6
weirdboy with copper staff average result (3 on d6) would be 7, enough to cast level 1 force.
i really dunno. i mean, i don't mind rolling your ld. psychic weapon could add 1 point to test, making it less easier for lesser psykers.
it'd also elevate inquisitor lord leadershid to 11 when casting the power...

rob what's your idea for force weapons?
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PostPosted: Sun Feb 12, 2006 9:32 pm    Post subject: Reply with quote

Force weapons?
They're good for wacking things with. I my rules, regardless of your strength, they wound things on 2+, add your psyker level to the strength they hit at, and inflict multiple damage depending on psyker level.
I guess I could add another level of detail for force weapons, allowing the psyker to 'charge' the force weapon for a turn, instead of using a psychic power, giving them a +1 bonus to cast powers in a subsequent turn, or something like that. But it doesn't seem that important.
In my rules, if you want to be better at casting psychic powers, get a psychic hood, or equivalent item.
Ork psykers get bonuses to casting rolls depending on the number of Orks nearby.

It occurred to me that not all level 4 psykers are or should be, equal. A Farseer should be in some way psychically superior to a level 4 Primaris psyker. The Farseer's higher leadership is one representation of this.
But note, there is a psychic power that makes you automatically pass casting rolls, it's just more expensive the lower your Leadership statistic is.

And about 1 power per turn; everyone can only shoot or move once per turn, why should psykers be able to 'psyk' several times a turn, in addition to moving and shooting?
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PostPosted: Sun Feb 12, 2006 11:34 pm    Post subject: Reply with quote

Quote:
And about 1 power per turn; everyone can only shoot or move once per turn, why should psykers be able to 'psyk' several times a turn, in addition to moving and shooting?


you could just implement a rule that you have to choose between shooting and using powers. treat it just like firing a weapon. you can move your movement rate and shoot or psyke. you can't do either if you run or are in h2h. you're too concentrated on doing something else to effectively cast powers.

if you wanted to still have use of psychics in those circumstances, then you could increase the diffuclty for the DR(difficulty roll) or Ld check accordingly.

but definately limit it to once per turn regardless, unless an item or ability lets you do otherwise. (spirit stones in 4th ed. come to mind, but those shouldn't effect 2nd or RT)
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PostPosted: Mon Feb 13, 2006 12:07 am    Post subject: Reply with quote

limiting the psykers even more (like choosing to shoot or to use one psyk power) must reduce their point cost. 200 pts level psyker who can hardly cast one power per turn isn't worth that much...
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PostPosted: Mon Feb 13, 2006 12:15 am    Post subject: Reply with quote

A lot of the powers in my system take the place of other things you can do in a turn, mainly shooting. The ones you can use in addition to everything else you can do in a normal turn are ones that don't require your full concentration and the use of your hands.

In my system, psykers cost about 25 points less per level, than they did in 2nd edition. So a level 4 psyker would cost -100 points.
You then buy your psychic powers, having up to 25 points to spend on powers per psyker level.
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Adoni-Zedek
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PostPosted: Mon Feb 13, 2006 6:05 am    Post subject: Reply with quote

RobbieBuckshotLaFunk wrote:
In my system, psykers cost about 25 points less per level, than they did in 2nd edition. So a level 4 psyker would cost -100 points.
You then buy your psychic powers, having up to 25 points to spend on powers per psyker level.


So they cost as much as a non-psychic hero until you purchase their powers? That sounds fair.

In my version, force weapons give you a bonus each turn equal to the number of force cards it can store, to be divided as desired among all the powers the model attempts to initiate that turn. Alternatively, you can expend points the way you would force cards for an increased effectiveness in close combat as described on the force weapon's description.

Orks don't have force weapons capable of storing powers, so I just kept the Waaagh! roll to see how many bonus points they get each turn.

Also, Psychic Hoods impose a -1 penalty to everyone else's psychic initiation rolls.

RobbieBuckshotLaFunk wrote:
It occurred to me that not all level 4 psykers are or should be, equal. A Farseer should be in some way psychically superior to a level 4 Primaris psyker. The Farseer's higher leadership is one representation of this.


I figured Farseer's bonus (and Eldar in general) was the fact that most of their powers have a lower force rating, and thus are easier to initiate, while still being quite potent. Orks, on the other hand, have high force powers, making them more difficult to initiate.
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PostPosted: Mon Feb 13, 2006 10:31 am    Post subject: Reply with quote

Fair enough. But that element doesn't exist in my system.

I originally based the rules on the Necromunda Wyrd powers. It seemed like a much better way of handling psychic powers (apart from rolling to see what powers you get at random...).

Oh, and several psykers had to have their points adjusted after deducting the 25 points per level. A Farseer without psychic powers is worth way more than 70 points.
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Adoni-Zedek
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PostPosted: Mon Feb 13, 2006 12:37 pm    Post subject: Reply with quote

Necromunda had psychic powers? Hmmm. Well, as I never played it, I can't really comment. I put together an Arbites squad once, but never actually used it.

I based my psychic power rules off Mordheim and a few games of Warhammer Fantasy. I believe it was 5th ed. This would have been late 2000, early 2001. (Yes, and of course, mostly 2nd Edition 40k)

I let my players choose half their powers (rounded down) to make certain they get at least one useful power, and randomly select the rest, allowing one reroll/redraw incase you get stuck with Destroy Daemon when you're not fighting Chaos or Eldar, or some similarly useless power.
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