Blast from the Past! My simple OD&D/AD&D Psionics rules
I like simplified rules. I want to get to the point of the thing, not chew through dozens of rules and various charts to get to the point. So it is with psionics. I don't like what Gary/et.al. came up with for psionics in OD&D for Supplment 3 and I really don't like AD&D's psionics. Too fiddly, too many dice, too much time. Make it quick, fun and get to the point!
Way back, I came up with a far more simple approach. This was based on the Mind Flayer article from the 1975 Strategic Review #1 magazine. I stumbled onto these again today, tweaked them a bit and thought I'd share, if you'd like to add the Scanners effect to your campaign. I may ask my players if they want to try this in my campaigns.
1. Figure out if you have psionics - prereq is a 13+ INT. 1 in d30 gets you the freaky mind! A WIS of 16+ and/or CHA of 16+ adds +1, cumulative. A person could have a 3 in 30 if they have high enough stats. 10% chance.
2. You have 4 powers - Mind Blast (like the mind flayer from the old Strategic Review mag), ESP (like the spell), Charm Person (like the spell), Telekinesis (like the spell). You can use the number of powers per day as your level/3 (rounding rules apply, you always get at least 1 use). So choose wisely at 1st - 4th levels!
(It was my thought that 10th level should be able to use all powers at least once, so I may allow 10th level 4 times)
3. To attack, you declare like a spell and let your mind do the talking. The target makes their save as seen below. Your powers are limited to 6". If the target saves with a natural 20, the attacker is stunned for 3 rounds (in combat use) or 3 turns (non-combat use). If the target fails, the power works (per spell description or Mind Blast Effect).
Magic users add +1 to their saving throws, and clerics add +2. A Helm of Telepathy adds a +4 to saving throws, and when such saves are made (any value) the attacker is stunned for 3 turns.
Mind flayer demonstrating proper psionic technique and posture. |
1. Figure out if you have psionics - prereq is a 13+ INT. 1 in d30 gets you the freaky mind! A WIS of 16+ and/or CHA of 16+ adds +1, cumulative. A person could have a 3 in 30 if they have high enough stats. 10% chance.
2. You have 4 powers - Mind Blast (like the mind flayer from the old Strategic Review mag), ESP (like the spell), Charm Person (like the spell), Telekinesis (like the spell). You can use the number of powers per day as your level/3 (rounding rules apply, you always get at least 1 use). So choose wisely at 1st - 4th levels!
(It was my thought that 10th level should be able to use all powers at least once, so I may allow 10th level 4 times)
3. To attack, you declare like a spell and let your mind do the talking. The target makes their save as seen below. Your powers are limited to 6". If the target saves with a natural 20, the attacker is stunned for 3 rounds (in combat use) or 3 turns (non-combat use). If the target fails, the power works (per spell description or Mind Blast Effect).
Intelligence of Target
Save at Range 1-2"
Save at Range 3-4"
Save at Range 5-6"
Effect of Mind Blast
3-4
19
19
17
Death
5-7
17
16
15
Insanity, permanent
8-10
15
14
13
Feeblemind
11-12
13
12
11
Coma, 3 days
13-14
11
10
9
Sleep, 1 hour
15-16
9
8
7
Stun, 3 turns
17
7
6
5
Confused, 5 turns
18
5
4
3
Enraged, 7 turns
Magic users add +1 to their saving throws, and clerics add +2. A Helm of Telepathy adds a +4 to saving throws, and when such saves are made (any value) the attacker is stunned for 3 turns.
Not bad! I know that some people want brand-new powers to distinguish psionics from regular M-U spells, but the way they're presented in oD&D and AD&D is a Scanner-sized headache. And after all, getting these kind of powers without needing a deity or a spellbook is pretty unique already!
ReplyDeleteThanks! I felt like the original Psionics always seemed like a solution in search of a problem.
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