saving throw on telekinesis

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Library Ogre
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Re: saving throw on telekinesis

Unread post by Library Ogre »

Yes. In fact, I wrote a Rifter article about it.
-overproduced by Martin Hannett

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Re: saving throw on telekinesis

Unread post by dark brandon »

Galen wrote:While somehow, this hasn't come up in the games I GM, what I would do is: allow a save if the Psi was trying to lift the person him(her)self. I would not allow a save if the Psi was lifting the person's armour, or something else on their person.

My reasoning: Basically it's about game ballance, allowing the psi to manhandle another person without a save gives the Psi a lot of control. True, you can't do any damge directly, but it's still pretty easy to kill someone when you have total control of their body.
If the Psi grabs onto the armour, there's no save, but the victim can remove whatever the Psi is grabbing onto. He may be without armour, but at least he's free.


I had the same line of thinking as well...up until a few weeks ago when I was playing HU. I realized...is there much balance with something like Super-TK when you have a psi-power like Bio-man. Paralize?

I mean...it's one save...and now it's even easier to kill someone, at least with super-tk, someone could shoot back or possibly escape (Super TK has the same strenght as normal st...so super tking a PA isn't going to work)...

Just a thought.
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Re: saving throw on telekinesis

Unread post by drewkitty ~..~ »

Mark Hall wrote:Yes. In fact, I wrote a Rifter article about it.

Any thing written in the rifter are nether canon nor house, they are optional.

However, not going to get in an argument, about the above, that might be moot once MoM comes out.

When I was playing with an IRL group, trying to TK a object on a person (clothes, smallarms, armor, clothing) would let that char a save vs psi, and trying to TK the person would let that char save vs psi. This would be due to the stuff on the person would be inside the person's aura.
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Re: saving throw on telekinesis

Unread post by Library Ogre »

Rogue_Scientist wrote:MoM?


Mysteries of Magic. I did a fair amount of work towards regulizing metaphysics in Palladium in it, which goes a long way towards consistent rulings on things. The Rifter article isn't canon, but it works within a worldview consistent with how most of Palladium's stuff has been presented.
I'm against rolling to save vs telekinesis, myself. You have to roll to strike. Do I roll to save when somebody punches me in the face? When they try to pick me up, or throw me? No.


Dodge. Parry. Roll with punch/fall/impact. Saves by a different name.

To summarize the idea from the article:
Telekinesis is directly grabbing onto someone's aura and moving it via psychic energy. The aura resists this, which results in the saving throw. Non-psychics have a weaker aura on the wavelength of psychic powers, so they have lesser saves against this.
-overproduced by Martin Hannett

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Re: saving throw on telekinesis

Unread post by Carindel »

Under those guidelines, would someone technically be able to choose not to resist a TK attack? Does this imply a control over one's aura that makes powers like Alter Aura redundant?


To summarize the idea from the article:
Telekinesis is directly grabbing onto someone's aura and moving it via psychic energy. The aura resists this, which results in the saving throw. Non-psychics have a weaker aura on the wavelength of psychic powers, so they have lesser saves against this.
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Library Ogre
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Re: saving throw on telekinesis

Unread post by Library Ogre »

Carindel wrote:Under those guidelines, would someone technically be able to choose not to resist a TK attack? Does this imply a control over one's aura that makes powers like Alter Aura redundant?



Not quite. The action is a unconscious reflex, so it's just the aura resisting being picked up. It doesn't allow any kind of fine control over what information your aura provides. Someone can suppress it if they choose (like you can suppress a reflex to breathe when you're underwater, or to kick when tour knee is tapped with a hammer).
-overproduced by Martin Hannett

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The Megaverse runs on vibes.
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Re: saving throw on telekinesis

Unread post by drewkitty ~..~ »

Mark Hall wrote:Dodge. Parry. Roll with punch/fall/impact. Saves by a different name.
... snip


Nope, those are not Saves, they are skills.

Saving throws are something that is done after they have been hit, and are not skills.
May you be blessed with the ability to change course when you are off the mark.
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Re: saving throw on telekinesis

Unread post by Library Ogre »

drewkitty ~..~ wrote:
Mark Hall wrote:Dodge. Parry. Roll with punch/fall/impact. Saves by a different name.
... snip


Nope, those are not Saves, they are skills.

Saving throws are something that is done after they have been hit, and are not skills.


Skills work off a percentage, saves work off a d20+bonus.

And if they're not saves because saves work after you've been hit, how do you qualify rolling, then? Or parrying, for that matter, since you don't need to roll one if you won't be hit?
-overproduced by Martin Hannett

When I see someone "fisking" these days my first inclination is to think "That person doesn't have much to say, and says it in volume." -John Scalzi
Happiness is a long block list.
If you don't want to be vilified, don't act like a villain.
The Megaverse runs on vibes.
All Palladium Articles
Mutant Dawn for Savage Worlds!
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