APPENDIX
I: PSIONICS
<Simplified
Psionics Rules>
<Note: reduce the incidence of psionic powers, perhaps like this:>
<A character with a >more> than 15 in either INT/WIS/CHA has 1%
chance of psi for each point ^above^ 15>
<OSRIC: Old School Psionics>
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<fine detail: note the
2point reduction on the links following psionic powers>
<standardize: psionic
powers should all be on one line>
Psionics are various powers
derived from the brain,
and they enable characters
so endowed to perform in ways which resemble magical abilities.
If your DM opts to include
psionic abilities in your campaign,
they will be determined
for humans (and possibly dwarves and halflings)
as follows:
Characters
with one or more unmodified intelligence, wisdom or charisma ability scores
of 16 or higher might have psionic ability.
Whether or not this ability
is possessed is then determined by a dice roll using percentile dice.
Any score of 00 (100%) indicates
the ability exists.
For each 1 point of intelligence
above 16 add 2% to the dice roll,
for each 1 point of wisdom
above 16 add 1% to the dice roll,
and for each 1 point of
charisma above 16 add 0.5% to the dice roll
(drop all fractions).
Example:
A character has INT of 17, WIS of 12, and CHA of 17.
There are 21/2
points to be added to the psionic potential roll because intelligence is
1 above 16,
and 1/2
point for charisma 1 above 16, total 21/2
+ 1/2 = +3.
The dice are rolled, and
any score of 97 or greater indicates psionic ability exists in the character.
Q: If a character’s
intelligence, wisdom,
or charisma score increases,
can he make a new check
for psionic
ability?
A: Yes. The character
may check for psionic
ability each time his chance
improves, but
never when it gets worse.
Fractions are
dropped when calculating
psionic potential,
so the new number must round
down
to a number at least one
point higher than
the old number before the
character is
entitled to a new roll.
(144.7)
Q: Does a gem of insight
allow another
check for psionic ability?
How
about a ring of human influence
or
rod of splendor?
A: A gem
of insight (see Unearthed Arcana,
page 100) will allow a new
check for psionic
ability, but only after
the possessor has
received an ability score
increase from the
gem. If the character uses
the gem properly
and receives an increase
in both intelligence
and wisdom, he makes one
additional roll for psionics,
not two.
The charisma increases provided
by the
latter two items are not
permanent; they
last only as long as the
item is worn (in the
case of the ring,
on page 130 of the DMG)
or held or carried (in the
case of the rod,
on page 94 of Unearthed
Arcana). Only
permanent ability score
increases allow
additional checks for psionic
ability.
(147.103)
If psionics are possessed,
it is necessary to determine
the ability (or strength)
and the number of powers
the character has.
Psionics in no way affect
the performance of the character in his or her chosen class,
except as possible behavioral
modifiers.
Q: How are psionic
strength, psionic
points, defense points,
and attack
points related? How does
the
expenditure of attack and
defense
points reduce psionic strength?
A: Psionic strength
is determined when a
character is created. A
character has a
maximum of one attack and
one defense
point per point of psionic
strength. Psionic
strength is a constant,
representing the
character's maximum psychic
potential
and his relative power in
psionic combat;
it is never reduced except
through the
reduction of ability scores
or similar mishaps.
Attack and defense points
represent
the finite amount of psychic
energy available
to the character at any
given time.
Note that the use of psionic
abilities
require both attack and
defense points
(see the Players Handbook,
page 111).
(142.10)
Question: Is it possible
for ail character races to have
psionlcs, or is that power
restricted?
Answer: As stated
in the PH, page 110, the DM
may allow psionics to be
used in a campaign by humans, and
possibly by dwarves
and halflings of an exceptional nature. No other
character race may have
psionic power.
Question: I have a
player character elf with psionics, but
according to a recent issue
of The Dragon, elves are not al-
lowed to have ‘psionics.
How come elves were allowed to
have them originally (check
an old Monster Manual), but now
are not? Was it only Non-Player
Character elves that were, or
all elves? Since my elf
has psionics, should he be allowed to
keep them or should he give
them up?
Answer: Normally,
elves
are not capable of having psionics. The ref-
erence in the old MM
refers to the rare and unusual ex-
ception. As with any rare
and unusual ability, psionics for elves should
be limited to NPCs, Whether
or not your elf should continue to have
psionics is a decision your
DM will have to make. — WN
Q: How often should a character check for possession of psionic abilities?
A: Once when the character
first begins play; afterward, psionics
checks are made only when
powerful magics or special circumstances
permit this to occur; see
the next question.
(78.16)
Q: If a non-psionic
character has his intelligence, wisdom,
or charisma
increased by powerful magics
(tomes, wishes, etc.), would
this allow for a new chance
to become psionic?
A: Yes. The benefits
of a tome of clear thought,
leadership and
influence, or understanding
(which raise intelligence, wisdom,
and charisma respectively)
automatically allow for a new chance
to become psionic. A wish
spell, properly worded, would automatically
give a character psionic
ability, as long as the recipient
has an intelligence, wisdom,
or charisma score of at least 16. The
action of a deity (far rarer
than even a wish or a magical tome)
would automatically give
any character psionic ability, regardless
of his ability scores. Increases
in ability scores which occur
naturally, such as through
normal aging, would also allow for a
later check if the character
was not already psionic.
As an
example, consider the character described on p.
110 of
the PH, with Int
17, Wis 12, and Cha 17. Suppose
the player fails to roll
97 or higher on the character's initial psionics
check, and the character
later gains a point of intelligence
so that score is now 18.
The player would then make a new check
for the character's psionic
potential, adding the additional bonus
for the extra point of intelligence
to the dice roll, so that now a
result of 95 or higher is
needed.
Also,
it is possible for a character's psionic strength
to be
automatically increased,
if an increase in an ability score raises
that score higher than 16.
If the character in the above example
started with a charisma
score of 16, and was determined to have
psionic ability, he would
receive no 'doubling' bonus on the
roll for psionic
ability points, since only one of his ability scores
is higher than 16. But if
a later event raised the character's charisma
to 17, he would immediately
benefit from the change by
having his psionic ability
doubled.
(78.16)
Q: Can a character
lose his psionic potential if he suffers a
decrease in one of the three
important ability scores?
A: It is possible
for a character to be stripped of psionic ability by
the loss of one or more
points of intelligence, wisdom, or charisma.
If the change leaves the
character without a score of 16,
then the character fails
to meet the minimum requirement for
psionic potential, and any
psionic ability he once possessed is
now lost.
If a
character suffers a decrease in one of the three important
ability scores, but still
meets the minimum requirement (one
score of 16 or higher),
he has not lost his psionic potential, but
will possibly suffer a decrease
in his psionic strength point total.
If the ability score in
question was formerly 13 or higher (allowing
a bonus to the psionic strength
roll), then that bonus is lost
and must be subtracted from
the character's psionic strength. If a
character originally had
scores of 16 or higher in two of the three
ability areas (permitting
the doubling or quadrupling of the
number of strength
points) and suffered a loss that brought one
of those scores below 16,
then both the 'doubling (or quadrupling)
bonus' and the single bonus
point originally awarded for
that score must be subtracted
from the character's psionic strength.
(78.16)
Q: How can the chance
for psionic abilities be quickly assessed
for NPCs
who have no previously noted scores for intelligence,
wisdom,
and charisma?
A: The DM can roll
a d6 for any NPC in question; if a 1 comes
up, then a roll of 00 on
percentile dice (or 98-00 for a member of
the magic-user or cleric
class) indicates that this NPC has psionic
ability. This should make
psionic NPCs rare enough so that the
game balance is not disrupted.
(78.16)
Q:
Which player character races in the AD&D
game can possess
psionic ability?
A: Human,
dwarven,
and halfling player characters are allowed the
chance to have psionic ability.
Initially, in early editions
of the Monster Manual, elves (or at
least leader-type elves) were also
included in this group.
But in later editions of the AD&D books,
elves were defined as non-psionic.
Based on this ruling, Roger
Moore's article on elves
in issue #60 of DRAGON® Magazine
stated that elves had a
brain structure that prohibited them from
having psionics. However,
judging by E. Gary Gygax's comments
and additions in later articles
(most notably the "Featured
Creatures" and Astral Plane
articles in #67), it would seem, after
all, that elves can have
psionic ability. Thus, player-character
elves
should be allowed the chance to be psionic, and so, by
assumption, should half-elves.
(78.16)
ADQ: Can elves and gnomes have
psionics?
ADA: Yes, psionics are possible for
both these races.
(Polyhedron #16)
Q:
Is it possible for a character to use a wish spell to become
immune to psionic attack?
A: Yes, it's possible.
One wish spell, properly worded, would bestow
immunity to one particular
psionic attack mode; the end
result of five such wishes
would be a character possessing what
the DEITIES
& DEMIGODS Book calls 'Class VI' psionics.
The character is immune
to the effects of any psionic attack
mode, and cannot possess
any psionic powers from that time
forward -- but the character
is still subject to the effects of psionic
disciplines employed by
others. If a character tries to get
around this by wording a
wish so as to obtain immunity from
attack while retaining his
own psionic powers, something awful
is bound to happen as a
result; a wish of this sort can never be
granted. It would be possible
to 'stop short,' using four wishes
to get immunity from all
but one particular attack mode and still
retain one's own psionic
powers, but vulnerability to that single
attack mode could turn out
to be an Achilles' heel.
(78.16)
Q: Can Oriental characters
have psionic
abilities?
A: Psionics are optional
in an Oriental
setting using the AD&D
1st Edition rules,
just as they are in non-Oriental
settings.
(151.8)
Still, psychic powers are
a thorny matter to deal with for most RPGs.
I was not happy with the
way I handled them in AD&D, but their
treatment in the Lejendary Adventure system seems quite easy and
handles well from both ends of play.
Better still, the overall
Ability is likely to transfer smoothly to other genres using the basic
LA rules and mechanics with minor adjustments to limit its impact in non-magical,
low technology settings.
Cheers,
Gary
Gnarley Bones wrote:
Gary, I have heard (probably
incorrectly) that you did not (and do not) play with psionics in your game?
If so, how do you handle
mind
flayers in your game?
I'm interested in doing
away with psionics altogether and would like to replace their psionic powers
with comparable spells (charm, suggestion, power word stun, etc).
Right you are.
there were no psionic or
psychic powers in my campaign.
A mind flayer did its blast
and/or used spell-like powers to affect others, just as you are doing in
your campaign.
Psychogenic Ability in the Lejendary Adventure game system worrks very much that way, and it is easy to use, can move into genres other than fantasy as well 8)
Cheers,
Gary
Dragon Fire wrote:
Gary, quick question.
Who was/were the contributor(s)/creator(s)
for the psionic section of the 1E PHB? Steve and Frank didn't recall and
recommended I ask you.
Heh...
Mentzer emailed me about
that this AM.
the fact is that no one
controbuted much of anything to the section, other that urging me to do
it. that came from a bunch of gamers from the chicago area.
I confess I listened, for
the way I tried to acccomplish the inclusion was not in harmony with the
system.
Psychogenics in the Mythus and Lejendary Adventure games works well, so i eventually got it right...
Cheers,
Gary
Dragon Fire wrote:
Gary, quick question. Who
was/were the contributor(s)/creator(s) for the psionic section of the 1E
PHB? Steve and Frank didn't recall and recommended I ask you.
Heh...
Mentzer emailed me about that this AM. the fact is that no one controbuted much of anything to the section, other that urging me to do it. that came from a bunch of gamers from the chicago area. I confess I listened, for the way I tried to acccomplish the inclusion was not in harmony with the system.
Psychogenics in the Mythus and Lejendary Adventure games works well, so i eventually got it right...
Cheers,
Gary
JASON THE RULESREADER
wrote:
Gary,
What are your thoughts of inclusion of psionics in the AD&D game?
My nephew just rolled "00" the other night to see if he had them. (I require that)
So I guess I will honor such a rare event. But he rolled 92 for a base attack strength with his bonuses gives him 100 even. So (groan) now he can unleash a psionic blast upon a non psionic.
In 23 years of playing this is only the second character to qualify for psionics...
To be succinct:
Psionics. as with weapons speed and the table of comparison of varying damage by armor type, was something I got talked into. I never used them in my campaign--other than the Illithids' and like monsters attacks. Franklu, they don't fit with the rest of the AD&D system, and i planned to pull them from a revised edition.
I have a similar capacity in my latest game system, but I wanted it, and so it meshes smoothly, is neither over-powering nor under-powered.
Cheers,
Gary
chrisspiller wrote:
Hey Gary, just a question
regarding your commenst about psionics. If you had ended up pulling them
from a revised edition of AD&D what were your plans regarding monsters
that were specifically psionic-themed (e.g., Mind Flayers, Intellect Devourers)
or monsters that had psionic powers in addition to other powers (e.g.,
high-powered devils and demons)? Were you planning on keeping them and
making their psionic abilities something that only they possessed and weren't
available to PC's or perhaps revising the system in general so it fit better
with the overall structure of AD&D (like what you mentioned with LA's
psionic system)?
Pax,
Chris
Their attacks would have
been revised to be powers, and otherwise they'd have remained in the bestiary
for the game. Mind FLayers, the Illithids, were operative before I developed
the crappy psioniscs sysyem I hate to admit I devised
Cheers,
Gary
Cab wrote:
Who talked you into including
psionics? What was the reason for it, especially as a potential PC ability?
I'll confess to never having been particularly fond of that part of the
game either; I've dabbled with it a bit, but it never really grew on me.
A mixed group comprised
of former wargamers and new FRPGers from Chicago.
they wanted to be able to
use interesting mental powers typically found in SF novels.
As I loved the latter, I
unfortunately listened and agreed.
When I reviewed the results of the design I wasn't happy, but i had promised, so I kept it, chump that I was.
The Psychogenic Ability in
the Lejendary Adventure game system fits into the overall fantasy milieu
quite seamlessly, and it translates to other genres with ease.
I supose that was enabled
by my false start with psionics in the AD&D game
Cheers,
Gary
Clangador wrote:
Col_Pladoh wrote:
Clangador wrote:
Gary, how did psionics first
creep in the D&D game? Did you use it in you home campaign?
Gaming fellows from Chicago urged psionics, properly electronically enhanced psychic powers, be included. Foolishly, I accomodated them.
As a matter of fact I never used psionis in my campaign.
Cheers,
Gary
So it's not just me that
doesn't like them.
Heh!
Heavens no. Along with weapon
speed and weapon effect vs. armor, psionics are likely the least used and
mosty disliked part of the AD&D rules.
OTOH, I have mental powers
nicely managed in the Lejendary Adventure game system, so it can be done
Cheers,
Gary
Quote:
Originally posted by Dark
Psion
Can you explain the addition
of Psionics in the AD&D Players Handbook (1st edition)?
It seemed added on and thrown
together.
How right you are!
When I was writing the AD&D
core material, some of my fellows in the Chicagoland area put considerable
pressure on me to include psionics in the system.
Sadly, I caved in to please
them.
If I had not been so deeply
immersed in the whole, trying to get it finished on schedule, I'd have
doon a far better job with the psychic-power area, I believe.
It would have been far better
if I'd waited and done the material when concentrating solely on that aspect
of play.
Gary
Quote:
4.) Lastly, (and forgive
me if you've answered this) if there is one rule/concept you would change
in AD&D 1st edition after the fact, what would it be?
Thanks,
Remathilis
Yes! First, I'd remove the
psionics material, possibly adding it back in later on, having been able
to spend more time and being very careful to see that it meshed better
with the magic system in the game.
Next, I'd drop the weapon speed and weapon vs. armor material, as those are seldom used and generally slow and complicate play. Those considerations could be picked up in a special "duelling" supplement or the like.
BTW, when I am DMing AD&D,
I tend to ignore rules that get in the wat of the flow of the
game.
When I have said so before
an audience, there have always been some audience members who expressed
shock, not to say horror and disbelief.
I aon't a rules lawyer,
and I believe my own advice--ignore and change as the DM sees fit to make
the players' involvement intense and the game be a compelling experience
Cheers,
Gary
Cheerio,
Gary
Quote:
Originally Posted by ScottGLXIX
Gary, I know you aren’t
a big fan of psionics. I always thought the psionic hermit from the Lost
Caverns of Tsojcanth was a cool encounter though. I’m curious, did you
ever have a regular, or semi-regular, PC in your campaign that possessed
psionic abilities?
Scott
Howdy
You are right about "psionics" in AD&D. The system wasn't really set up to handle them properly. No player in my group had them, not did I ever play a PC possessing them in AD&D.
However, in the LEJENDARY ADVENTURE game there is a Psychogenic Abilty that world well, and my one active character possess that capacity, and it is very useful much of the time.
Cheers,
Gary
Quote:
Originally Posted by Gentlegamer
Is that because of genre
considerations? That is, AD&D is pseudo-medieval fantasy where such
abilities are inappropriate? Or were the rules themselves simply problematic
from a mechanical point of view?
Would you believe both?
In the LA game I solved both problems, for in it the form of Extraordinary Ability is not in conflict with the milieu, and the rules are simple, within the framework of the game mechanics and those that operate the other magical skills.
Cheers,
Gary
Quote:
Originally Posted by Geoffrey
2. You've noted that you
did not use psionics in your AD&D games. What did you do, then, with
the monsters listed below? Did you just not use them?
brain mole
cerebral parasite
intellect devourer
shedu
su-monster
Obviously I ignored tham
as they affect only characters with psionic ability
Quote:
Originally Posted by Tewligan
Ah, nice and tidy (well,
rules-wise, anyway...)! Thanks for the quick reply, good sir!
Thanks. That
enabled avoidance of the clunky, grafted on psionics mechanics I was talked
into adding to the AD&D game.
kender, dwarves? (paladinesangel)