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Re: Psychic problems

Posted: Wed Jan 13, 2010 10:24 am
by jaymz
Well for starters throw bigger NPC's at him.

But seriously this shouldn't be TOO much af an issue. Unless you adhere to creating your NPCs exactley as you let your players cerate their characters (GMs rarely follow the same rules) then you can create an NPC Psi-mystic to be his counterpart opponent. One that is maybe a little highe rin level and thus is gathering his henchmen to take on the players at different times. Whenever they encounter this particualr foe then things should be more difficult while other ancounters may end up beig easy. But if things continue being easy thent ehplayers shoudl start to build a reputationa nd bigger and badder groups will take an interest in cutting them down to size as well. It gives you more than enough reason to throw higer level oppoents at them time and time again.

Re: Psychic problems

Posted: Wed Jan 13, 2010 10:55 am
by Levi
1. Give opponents a save vs. TK
2. Tougher opponents
3. Tough story and moral dilemmas to challenge instead of combat
4. Mind mage opponents
5. Bring in Nega-phychics or Psi-Stalkers from Rifts

Number 3 is my favorite. Do you always know who the bad guy is? Can you help protect innocents during a large battle? Do you protect/help innocent bystanders before party member members? What are the consequences of his actions?

Re: Psychic problems

Posted: Wed Jan 13, 2010 1:11 pm
by Cinos
Give your opponents a boost to their power levels (I.e 2 times level of party, after all, they have a group), fight fire with fire and throw a mind mage at them, ambush if he failed to take sixth sense, mages work well too, if you want to be overly cruel, Nega-Psionics are the cure all to Mind Melters.

Re: Psychic problems

Posted: Wed Jan 13, 2010 6:23 pm
by Veknironth
Well, the other way around this is to confront him or her with magic. This can be in the form of an opposing wizard, warlock, or supernatural creature. Since the spell casting rules were updated, mages can stand with a Mind Mage. LEvi's idea of not making it combat intensive is also a good idea. One thing with Mind Mages is that people who are playing them tend to burn through their ISP in a hurry. HAve the opponents present themsleves in waves, and see if he just burns himself out of ISP before the climatctic battle.

Also, they are very dependant on sight. So, anyone that can blind them or have them in the dark could give them a challenge.

-Vek
"Never trust a mind mage."

Re: Psychic problems

Posted: Thu Jan 14, 2010 12:30 pm
by DarkwingDuk
To quote the infamous B.A Felton, "there is no player so great a simple trap can't humble him." I have never seen a trap fail a save vs psionics.

Re: Psychic problems

Posted: Thu Jan 14, 2010 5:59 pm
by Veknironth
Well, I am a bit confused with the TK Force Field. As Baruch says, it creates a wall more or less, that is static and doesn't move. It's not an invisible shield that is form fitting and moves with the Mind Mage. It's much more akin to Wall of Stone than it is to Armor of Ithan or Limited Invulnerability. So, the Mind Mage couldn't use a simultaneous attack unless he was using more psionics or some magic item that creates an effect that originates outside of the force field. It would stop anything trying to pass through it, regardless of the direction.

-Vek
"6th sense is equally tough to handle."

Re: Psychic problems

Posted: Fri Jan 15, 2010 1:14 am
by bigbobsr6000
My gamers understood what ever they had my npcs can have. One time they ran into exact copies of themselves and had to fight their counterpart without interference from others.

A Negapsychic. Magic and Psychic powers don't work around them or goes haywire.

Non-psychic/magic zones where nothing magic/psychic based works.

I had villians with reflective spells on them. Any damage/magic/mind attacks is reflected back to caster/attacker.

Just a few things I have and hopefully will use again.

One last thing, just have a villian beat the crap out of them near to death as part of your story. This villian could appear periodically. Just give them the impression he is too powerfull for them now. After the party gains a few levels then you could have the final showdown with him. Which can spawn a more powerfull one to mess with. A brother? Sister? He was just 2nd, 3rd, 4th? in command of a cult or ??

Hope this helps

Re: Psychic problems

Posted: Sun Jan 17, 2010 6:50 pm
by Levi
TK force field + pyrokinesis is pretty nasty combo.

If your party has someone with psionics or magic it is only fair for the NPCs and enemies to have powers too. Another psychic with pyrokinesis or a mage would help even the playing field quite a bit. Mystic portal is a great way to get through a TK force field. Blinding flash will shutdown the Mind Mage since he won’t be able to see anything to target them.

Also, how about an enemy play dead. Then with the PCs think they are done he strikes out and cripples the Mind Mage. If it is at the end of combat it shouldn’t trigger sixth.

Also, just because a character has sixth sense and knows danger is coming doesn’t mean they know where it is coming from or that they can avoid it.

Don’t give up. Just keep at it. You’ll learn how to challenge that group how to make the non combat interesting too.