Nevelon wrote:Psychics have generally been high risk/high reward. They let you do some bonkers stuff, but with a chance of failure. Other characters could get you buffs and do stuff more reliably and safer, but not as good.
See, I'd rather just charge a reasonable number of points for what the psyker does and then let them use those abilities reliably. A librarian putting up a force field or shooting an energy blast at the enemy shouldn't feel like you're gambling at the casino to see if your magic guy gets to do magic. And conversely, if a random chance of failure is meant to be a balancing factor for abilities that are otherwise too powerful for their points, then I'd argue that random failure chance is both a less than ideal balancing mechanic and an unfluffy one at that.
Which on a tangental note really pissed me off when they made chaplains have to activate their litanies. They might not have been as powerful as teleporting a squad across the table, or ripping away invuln saves, but their melee buff just always worked...
Highlighting this because it's an example we actually did get from
GW of a power that seems like it should work reliably being given an X% chance of randomly not working. I want chaplains to be able to consistently give pep talks and hype up their squads, and I want librarians to consisently put up forcefields and shoot energy blasts.
Tyel wrote:Its the same with the idea of having psykers gain stress points by casting multiple powers and potentially exploding. Is it really... interactive? Unless he's the last model contesting an objective, its probably always worth trying to do "something", because if he dies, oh well, he was probably going to get nuked next turn anyway.
When I pitch the stress mechanic, I think of things like my farseers. Eldrad will probably consistently doom something every turn, but he might not opt to Mind War something on top of it. My farseer will usually want to Guide something, but is guaranteeing a bright lance shot from his guardian friends hits worth the extra stress? Is the eldritch storm worth it if it makes them that much more likely to clear the intercessors moving to kill them? I can see myself opting into or out of using those powers in different situations. Which means you'd (theoretically) end up with psykers psykering consistently, but weighing how much power they really need to use on a given turn.
I could also see it being used to create some interesting decisions regarding timing and maneuvering. Say my warlock conclave can power up their destructors by generating a bunch of extra stress. That can let them hit really hard at a key moment, but then potentially leave them unable to safely attack or buff themselves on the following turn, so you end up with this interesting set of decisions about when to use how much power.
@AlexTroy: I agree with the general thrust of what you're saying even if I might nitpick some of the specifics.
Automatically Appended Next Post: Psychic powers imo should have a unique gimmick that sets them apart from non psychic versions of the same kind of rule. ie guns vs psychic guns, orders vs psychic orders etc.
I think you and I have discussed this before, but I don't entirely agree. While I do like it when *some* psychic "guns" have something gimmicky going on, I don't need that to be the case for every psychic gun ever. Eldritch Storm spinning tanks around was cute, but I don't *want* my Exalted Sorcerer's fire blasts to be some complicated thing; I just want them to be a decent fwooshy magic fire weapon. A bit of extra strength/
ap/damage compared to a normal flamer is more than enough to convey that.
And if a psychic power is doing something that makes sense to model with a straight-forward mechanic, then the simple representation is often fine. Librarians putting up a forcefield can just be an invuln save or a reduction to the enemy's
AP. Powers to make a unit hard to perceive can be represented by lone
op ala Exalted Sorcerers on Disc or Shadowseers.
There is definitely something to be said for the "feel"/presentation of a given game mechanic, but I do sometimes think that needing every psychic effect to be a big, gimmicky affair is just kind of failing to remember how cool the "basic" thing the power is doing actually is. My sorcerer isn't "just" shooting flames at someone. He's
shooting flames at someone! Out of thin air! Like a character from a superhero comic!
The harlequins in The war of beast novels infiltrated earth and killed the custodes like it was nothing. Obviously I should get harlequins that can do exactly that. Please.
At the risk of taking us off-topic, the complaints about this scene were always a bit weird to me. Maybe I'm misremembering that scene as I read it once back when the book first came out, but
A.) The way I remember it, the harlequins used a one-use trick from the sucker punch to come into the palace from an unexpected angle, then didn't straight up fight the custodes so much as they just kind of ran around in circles making a distraction with the exception of a single clown (a shadow seer?) who basically made a B-line straight for the golden throne
and still failed to reach it.
B.) Not to overhype them too much, but harlequins are kind of the closest thing eldar have to something like custodes or Grey Knights. They're rare to the point that a lot of eldar never live to see one of their performances. They're soul-bonded with a god. They're some of the most martially-talented members of an alien species that possesses what is basically low-tier super speed. Being offended that they might actually manage to kill one or two custodes feels like silly amounts of imperium glazing. Like, if you don't think that custodes should be capable of being killed by
harlequins of all things, then you should probably think that custodes have no business being represented on the tabletop at all.