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Psionics in C&C

Started by joewolz, November 29, 2006, 05:07:10 PM

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joewolz

I love C&C, but the board for TLG hates them.

I've considered just porting the d20 Psionics handbook straight, but I've heard it has problems.  I have the original printing for 3.0, is that a problem?

Anyone else have any cool psionics or magic systems that I could use with C&C?

The mechanics themselves can be for magic, but I can change flavor to make them more "mentalist."
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Knightsky

I've seen a decent set of house rules for psionics in C&C on the net; it may have been on Grey Elf's website.

Lemmee see if I can find them...
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Akrasia

Quote from: KnightskyI've seen a decent set of house rules for psionics in C&C on the net; it may have been on Grey Elf's website.

Lemmee see if I can find them...

Here you go.  :)

http://www.grey-elf.com/candc/
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Knightsky

Darn, Akrasia beat me to it!

That'll teach me to skim through other posts while searching the web.



Oh, and because there's a lot of links on that page, it's near the bottom of the page, under House Rules And Resources.
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J Arcane

The D&D psi system is awful.  It's just another magic system with the word "psionics" tacked on everything to make it sound different.  

Grey Elf's looks fairly well done though, and nice and simple.  Plus it feels more like what I associate with psionics.  I'd go with it.
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Casey777

T20 (Traveller d20) converts classic/mega Traveller's psionics system to d20. Needs some tweaking (too reliant upon feats, too restrictive even for the Third Imperium default Traveller setting where psionics is outlawed, and could use some more psi points) but is done somewhat in the player's book playtest files with a rough draft of the changes in an early Traveller's Aide (Objects of Mind?).

To use with C&C eliminate the feats altogether and determine types of psi-powers known by PSI stat checks, each consectutive type rolled for being more difficult.