My feedback on Psychic Powers (week 3 topic)

By GauntZero, in Dark Heresy Second Edition Beta

I just can't help but feel that the powers as they are in the game right now are underwhelming.

Indeed they are.

I know I usually go more for setting fidelity (as far as you can have in a mutable universe such as WH40K) than rules balance, but even taking only rules balance into account, Psykers could pack more of a punch and have some more interesting options than they currently do.

I think a nice balance would be to provide two varieties of power.

Minor Manifestations are fairly minor powers. They don't require any XP expenditure; you automatically have every Minor Manifestation in a discipline once you pick up that discipline. All their effects are fairly minor, but broad in their application. They're more narrative powers than major mechanical ones.

Then you have Major Manifestations. These are the bigger, showstopping powers that people expect from the setting. These are treated pretty much identically to how powers are treated now in the system, and have to be bought with XP.

I think a nice balance would be to provide two varieties of power.

Minor Manifestations are fairly minor powers. They don't require any XP expenditure; you automatically have every Minor Manifestation in a discipline once you pick up that discipline. All their effects are fairly minor, but broad in their application. They're more narrative powers than major mechanical ones.

Then you have Major Manifestations. These are the bigger, showstopping powers that people expect from the setting. These are treated pretty much identically to how powers are treated now in the system, and have to be bought with XP.

This might be an appropriate compromise, with perhaps a line or two about giving bonuses to certain tests if players use these manifestations in a clever way.

Yeah, I'd say there should definitely be a sidebar or something saying that minor manifestations are totally open ground for GM fiat if players can think of clever ideas that suit the discipline in question.

I'd not open it up as totally free powers, but you might have a pool of around 18 minor powers (3 for each discipline), where you can chose from up to a number of your WP Bonus or Int Bonus or Psy Rating (and you need to know about this discipline of course)

The powers as they are right now are tiered and have clear paths of progression. I think it would be a good idea to attach minor powers to major powers once they're purchased.

And what would be the minor powers? It is not like you can't spam the major powers like crazy whenever you want.

Edited by AtoMaki

Minor powers could involve no risk of perils, potentially. Or you could make it so that major powers have more risks involved than just perils. Fatigue, wounds, insanity, corruption. There's plenty you could do.

I don't think its a case of less or more risk. Just bring back the minor powers.

Minor powers could involve no risk of perils, potentially. Or you could make it so that major powers have more risks involved than just perils. Fatigue, wounds, insanity, corruption. There's plenty you could do.

Major power+fettered power level=no perils. So effectively it is like major powers cast on fettered level are the minor powers.

Note: I absolutely loathe the existence of the fettered power level.

Edited by AtoMaki

Yeah, in my eyes minor powers could replace fettered wholecloth. I never liked fettered anyway.

I don't mind fettered, to be honest. It allows psykers to work on a common basis without an excessive amount of risk, and often fettered power reduces the effects of powers to where they're still balanced. The problem is that at higher PR's, fettered is sometimes enough to function without impediment and risk, so I'd probably go with something like fettered only generates psychic phenomena on a 00, or applying a -25 to phenomena rolls at fettered (instead of fully immune to phenomena).

Fettered is the lowest PR you will ever use and for that it is a bad rule. I've posted my own fettered free system over in Game Mechanics but in short every power has a risk stat and you test when you test to manifest (one dice roll for both) and if you "pass" risk it gets bad. Higher PR makes you more likely to pass risk.

Just a note, Astral Projection is most certainly Telepathy, and not Divination. It even exists already as two different powers in DH and Ascension. And I would love to have it back

Indeed, I bow to you wisdow on this one, it is a TP power.

My bad.

We all think it should return, however!

As well as some propper TK, I would say.

Wasnt there a power which was even called "Projection" ?

I don't like risk at fettered level as it defeats the purpose (so you have half of chance of exploding big deal, if the dice hates you you are gonna explode or summon demon or whatever). Psykers (especially sanctioned types) should be able to use some of their powers at some level without a chance of horrible effects (ei demon summoning) otherwise they would be to dangerous to allow to exist (not to mention operate freely).

Instead what I want is unfettered level of powers to have big unique effects unobtainable at fettered level (besides just bigger numbers) that would be worthy of the risks.

Unfettered powers should be tempting to players.

Same with pushing powers, pushing powers should be coming with high chance of horrible failure, but their effects should be appropriate spectacular.

In previous addition i never saw the point of pushing just to get a few PR ratings higher.

I think failing to corruption insanity and warp phenomina as a results of the failing to temptation would be much more cool then failing wile trying to perform something very basic (e.i using equivalent of gun or a band aid)

( ei demon summoning)

Go read this and stop making this mistake.