HOUSE RULES
PSIONICS
We will be using 2nd edition psionics as I understand them.
Most notorious adjustments are:
1) Defense modes will never hinder the defender (the worst that can happen is that it won't be effective thus 0 adjustment)
2) In order for a power to work on an enemy, his mind must be opened. A mind that has a PSP pool (psionicist and wild talents) have their minds opened when they run out of PSPs. A non-psionic mind is opened after one successful attack. I feel that whoever takes the lead at attacking someone should have a fairly good chance of doing more damage than what it costs. I also feel that current rules made it almost impossible for that to happen, for example it would cost you 6 PSP to launch Id Insinuation and you only had a chance to inflict 1d8 PSPs of damage. The following table is the modified damage (by TSR) and the modified costs (by me) for psionic attacks.
Psionic Attack |
Range (yards) |
PSP Cost |
PSP Damage |
Effect on opened Minds |
Ego Whip |
40/80/120 |
3 |
1d6+1 |
Daze (-5 in all rolls) |
Id Insinuation |
60/120/180 |
5 |
1d8+2 |
Powerless for 1d4 rounds |
Mind Thrust |
30/60/90 |
2 |
1d4 |
Loose random power for 1d6 days |
Psionic Blast |
20/40/60 |
8 |
1d12+4 |
1d8 hit point damage |
Psychic Crush |
50 |
6 |
1d10+3 |
1d6 hit point damage |
This is not full proof and you can still inflict less damage than it costs you but chances are a lot better.
Note that attacks can be stacked (your level limits that). For example a 4th level psionicist could launch a 4 times stacked Psychic Crush (he pays 4 times 6: 24 PSP) but has a chance of inflicting 4 times (1d10 +3) or up to 52 PSP in one round (players shudder
J ).3) We will use harbringers and constructs only for role playing purposes only; anyone can call upon on any of the harbringers and constructs or even make up their very own. For more information on how I want psionic battles to feel like, please see the article "Adding Substance to Psionic Combat" in Dragon #222. You can download it from TSR website. This article is a good read and I strongly encourage all of you to get a hold of it.
4) In the same round that the mind is opened, a psionic "power" (not an attack) may be used on that mind for free (doesn't count as an action). A psionic attack may be used if the attacker has more than one attack per round.
5) Re-closing your mind does not count against your action for that round but we will roll for initiative to see what happens first (i.e. if the character closed his mind before the power or the attack took place)
6) Non psionicist can try and re-close their minds every round by saving against Petrification -4.
7) Psionicist and wild talents must wait 1d4+1 rounds before attempting to re-close their minds (save against WIS -3).
8)
Contact can be done quietly. This is called Stealth Contact, and it is more difficult to establish than normal, overt contact. If the attempt fails, the victim notices it. If the attempt succeeds, the victim must make a save vs paralyzation to notice. A bonus applies to this save equal to 1 per 10 PSPs the victim currently has. This contact may only be used for non-aggressive power (invisibility, empathy, NOT attacks).
HIT POINT RECOVERY
I was never too happy with the hit point recovery system. According to rules, a PC recovers 1 hp per day of rest without any consideration on the total amount of hit point. So you get situation like a midlevel PC needs to rest for like a month and a 0 level NPC rests for a week and he is all healed up. A Cure Light Wounds spell does more to a 0 level human and does almost nothing to a high level character.
Here is my attempted fix: Everyone recovers 10% of total hitpoints per 8 hour rest and 25% of total hit points per 24 hour rest.
Cure Light Wounds heal up to 20% of total hit points.
Cure Serious Wounds heal up to 50% of total hit points.
Cure Critical Wounds heal up to 75% of total hit points.
Adjust magical items (potions, etc.) similarly as per spell.
Please get back to me with any questions, comments and suggestions.