Gurps 3rd edition power pool
![gurps 3rd edition power pool gurps 3rd edition power pool](https://img2.docero.com.br/image/m/ncex5vx.png)
Rather, we have a very specific description of what constitutes the 'minimum' for a functioning Betazoid in that society (and the canonical description of what happens if that minimum isn't met) and that this minimum isn't anything special yet it costs an undue number of points in GURPS. In that case, there is clearly no "power stunting" or anything else going on. It seems to me that you are focusing on the Vulcan Mind Meld and neglecting my point about Betazeds entirely. But that's never how I'd treat it in a campaign. That's your opinion and you're welcome to it. That means to me anyway the costs are badly out of whack (esp when you compare with GURPS Magic).
![gurps 3rd edition power pool gurps 3rd edition power pool](https://www.shopontheborderlands.co.uk/wp-content/uploads/2018/01/DSC00518.jpg)
For the same thirty points it takes to buy the (very) limited Vulcan Mind-Meld, you can buy Mind Block at Will +7 (making the user for most practical purposes immune from all types of mind reading) and still have points left over. We see that as well in DS9 when a Vulcan Interrogator tries and repeatedly fails to read the mind of a Cardassian Obsidian Order Agent who clearly (if you look at the episode) uses the simple skill of mind block. Let's be honest the ability to Talk to others Telepathically (Telesend not Read Minds) is nothing particularly 's an edge but it's not a huge one especially if it's restricted to LOS which is generally is, but the game thinks it's better than Combat Reflexes! This is not the only example.Įven in the case of the Vulcan Mind Meld, we see it cross species and even sentience barriers all the time in the entire genre, not just that one time with the Horta with Spock, and we see it used to see through other senses all the time (even take over a body temporarily vis a vis Picard and Sarek), but it's not something that's useful all the time, and it's dirt easy to foil. I guess what I am saying is "here are some powers" go, does not a true generic system make (not even in Hero), and that it may not be possible (or even reasonable) to make a truly generic psionic and/or magic system. I am not sure there is a good solution, but for all its faults (and it had its share I grant), for simulating some kinds of fiction at reasonable point levels, the old skill + power-level system of 3E psionics or 3E supers did have some positive points! As I said before, what I find Vexing is that you have two systems that allegedly do the same thing, but in terms of points, one is far superior to the other (GURPS Magic in this case). This is what I mean by the system actually fighting me. Not only do I not have the time or patience IRL to do that for a single campaign, I also don't have the resources or staff to properly test out what I would come up with, and chances are very good it would be worse. I would posit, respectfully I hope, that while I appreciate what the intent was with 4E psionics, making it a "Hero-like" powers system is in itself not generic since (as I think I and others have shown) that's often not a particularly good fit with a lot of reasonable fiction, and to me the notion of stripping it out and making your own is simply a non-option. I can do it but it's moe complex than I prefer and the pool of potential players who like their Gurps more complex than I do is really limited. Most Powers take 1 concentrate maneuver to activate but Clairvoynace is special again. The range rules of any particular Power can vary between zero,-1 per hex, Speed/Range Table, Long distance modifiers, no range limits and special such as Clairvoyance which is default limited to 10 yards. If you do feel the need to make your own system you hit a primary difficulty in that the individual Powers that make up the Powers meta-system just are not regular. Probably with a headache inducing amount of work. If you're not fond of the way PK chose to do things, well.you can just go make a system of your own. The only psionics "system" 4e has is Psionic Powers and that's more of a worked example of the way to _build_ a psionics system out of the Powers _meta-system_. I would posit (hopefully without too much rancor) that the current 4E Psionics system is just as non-generic as the 4E Magic system (if in different ways).