Well, I hadn't noticed this until now, but it's strange. The damage done by using regular TK makes a fair amount of sense. There is a list of weight and damage for objects up to 40lbs and then it's 1d6 for each additional 20 lbs. Simple. Super TK claims to be the same as regular but with greater range, weight, and damage. It says that the damage is 1d4x10 per 100 lbs. So for a 100lb object, it's almost the exact same damage. 1d4x10 VS 7d6. Regular has a slightly higher ceiling with super sporting a lower floor. But what is the damage of super TK for a object below 100lbs? Is it still 1d4x10? Or does the object have to be 100lbs in order to do that much damage? If it's the latter, then how much damage does one do with super TK and a 40lb object? (1d4x10)x.4? Or does an object that weighs 101lbs do 2d4x10? That second interpretation makes super more damaging at just over 100lbs with that advantage shrinking as you reach the next 100. Of course, in that example, super's advantage grows as the object becomes heavier.
But what a stupid number to use as a damage cut off - every 100lbs. I think it would be easier to use the same list as regular TK but increase the damage die to a d8 or d10. Maybe even a 12 if you want to get nuts.
-Vek
"Never trust a mind mage."
Super TK damage
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- Veknironth
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Re: Super TK damage
First, yes, the damage scale is wonky.
Second, in Rifts, RUE includes the same SDC table in TK Super as in TK, so the intent by PB seems to be that the damage is the same, up to 100lbs.
Third, at 100lbs, 1d4x10 has a 25% probability of full 40 points of damage and 50% chance of at least 30 damage, while the chance of rolling 30+ with 7d6 is only 14%. It's seems to be more than a fair trade off.
Fourth, continuing the additional 1d6 per 20lbs seems like a good house rule on the basis that the intent seems to continue the SDC damage scale. For partials of the extra 20lbs, round down so 119lbs is still 1d4x10... see more than fair trade off above.
Fifth, at least it avoids the Rifts problem of having damage listed as 1d4x10/100lbs and then saying it does 1d4 MD (=1d4x100)...!
Second, in Rifts, RUE includes the same SDC table in TK Super as in TK, so the intent by PB seems to be that the damage is the same, up to 100lbs.
Third, at 100lbs, 1d4x10 has a 25% probability of full 40 points of damage and 50% chance of at least 30 damage, while the chance of rolling 30+ with 7d6 is only 14%. It's seems to be more than a fair trade off.
Fourth, continuing the additional 1d6 per 20lbs seems like a good house rule on the basis that the intent seems to continue the SDC damage scale. For partials of the extra 20lbs, round down so 119lbs is still 1d4x10... see more than fair trade off above.
Fifth, at least it avoids the Rifts problem of having damage listed as 1d4x10/100lbs and then saying it does 1d4 MD (=1d4x100)...!
- ShadowLogan
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Re: Super TK damage
It is also far more ISP efficient than its regular counterpart. At 10 ISP per 100lbs using TK:S, but TK:R would take 16 ISP to match that lift capacity IINM. 20 vs 26 ISP for 200lbs, 30 vs 36 ISP for 300lbs, etc (or put another way TK:R costs +6ISP more than TK:S for the same 100lb increment weights).Veknironth wrote:Super TK claims to be the same as regular but with greater range, weight, and damage.
Damage wise TK:S vs TK:R at 100lbs do functionally the same damage on average (difference of 1/2 a point). However at 200lbs TK:S pulls out a head with 50 average damage vs 42 (for 2d4x10 vs 12d6). It gets even better for TK:S at 300lbs with 75 average vs 59.5 for TK:R (3d4x10 vs 17d6). At 600lbs its 150 vs 112 (6d4x10 vs 32d6). So looking at it from strictly a 100lb weight can be deceiving.
The Greater range might be even better than for TK:S. Aside from its 100ft per level. TK:R mentions that its flat 60ft range is 1/2 for medium objects and 1/2 again for large objects (more than 20lbs). Range restrictions aren't mentioned in TK:S, but if its similar to TK:R then by Level 3 you'd be tossing large objects farther than small objects using TK:R (of course if you don't use the restriction then TK:S is already out ranging TK:R at level 1 for any size object).
Damage below 100lbs (going by RUE) is supposed to use the table for regular TK, however it should be noted that TK:R is less wasteful of ISP below 20lbs saving anywhere from 2-7ISP in terms of "casting" so it would seem like you'd be expected to use TK:R in at least some of these types of situations.Veknironth wrote:But what is the damage of super TK for a object below 100lbs? Is it still 1d4x10? Or does the object have to be 100lbs in order to do that much damage?
Is it possible that at some point in time TK:S (and other TK powers) had the requirement of having TK:R?. Rifts introduced several Telemechanic Power variations that required having the Telemechanic Psi-Power. So the idea isn't completely without precedent for a prerequisite Psi-Power.