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Hellebore wrote: the space marine deatchment is giving me hope for the craftworld seer detachment giving more psychic shenanigans.
And hey, look. an instance where the psychic keyword actually has a positive effect. I know some people here will be happy to see that change.
I would have been very happy...
Had it been a universal change, and not something that only applies to marines, who already have 7 detachments, plus the detachments are in their supplement (for those that have them).
This message was edited 1 time. Last update was at 2024/12/11 23:01:25
Hellebore wrote: the space marine deatchment is giving me hope for the craftworld seer detachment giving more psychic shenanigans.
And hey, look. an instance where the psychic keyword actually has a positive effect. I know some people here will be happy to see that change.
I would have been very happy...
Had it been a universal change, and not something that only applies to marines, who already have 7 detachments, plus the detachments are in their supplement, for those that have them.
Why does Psyker get complaints about being a Keyword that only gives penalties, but Monster doesn't?
Clocks for the clockmaker! Cogs for the cog throne!
Hellebore wrote: the space marine deatchment is giving me hope for the craftworld seer detachment giving more psychic shenanigans.
And hey, look. an instance where the psychic keyword actually has a positive effect. I know some people here will be happy to see that change.
I would have been very happy...
Had it been a universal change, and not something that only applies to marines, who already have 7 detachments, plus the detachments are in their supplement, for those that have them.
Why does Psyker get complaints about being a Keyword that only gives penalties, but Monster doesn't?
To clarify- my comment wasn't about the Psyker keyword- when I quoted Hellebore, I should have cut out everything but the "I know some people here will be happy."
I don't care one way or the other about whether the effects of a keyword are positive or negative; what I would have been happy about (had it applied universally) was the fact that players can now choose from a list of effects that feel like actual powers rather than just a fixed extra weapon profile or invulnerable save. But you know, the nice things have to go to the faction that already has 2-3 times as many options as everyone else.
I suppose I would be able to use it with Deathwatch... But only the Deathwatch detachment actually makes Deathwatch feel like Deathwatch, since all SIA rules are covered by detachment rules rather than datacards.
Hellebore wrote: the space marine deatchment is giving me hope for the craftworld seer detachment giving more psychic shenanigans.
And hey, look. an instance where the psychic keyword actually has a positive effect. I know some people here will be happy to see that change.
I would have been very happy...
Had it been a universal change, and not something that only applies to marines, who already have 7 detachments, plus the detachments are in their supplement, for those that have them.
Why does Psyker get complaints about being a Keyword that only gives penalties, but Monster doesn't?
To clarify- my comment wasn't about the Psyker keyword- when I quoted Hellebore, I should have cut out everything but the "I know some people here will be happy."
I don't care one way or the other about whether the effects of a keyword are positive or negative; what I would have been happy about (had it applied universally) was the fact that players can now choose from a list of effects that feel like actual powers rather than just a fixed extra weapon profile or invulnerable save. But you know, the nice things have to go to the faction that already has 2-3 times as many options as everyone else.
I suppose I would be able to use it with Deathwatch... But only the Deathwatch detachment actually makes Deathwatch feel like Deathwatch, since all SIA rules are covered by detachment rules rather than datacards.
I agree with that, though I'd not limit it to Psyker units. If that's what you meant by "applied universally" then yeah, 100% on board.
This message was edited 1 time. Last update was at 2024/12/11 23:17:48
Clocks for the clockmaker! Cogs for the cog throne!
Probably legacy from most of the game's history where a psyker was a thing that did things, rather than a keyword that denotes when an anti weapon kills you easier.
With the psychic powers being special rules or weapons, a psyker isn't really anything now. I understand why mechanically, but I can see how it just makes psykers look boring.
Also agree on the universal application, but my original post was hoping that the seer council got similar given they don't seem to be interested in universal.
This message was edited 1 time. Last update was at 2024/12/12 00:19:49
Hellebore wrote: Probably legacy from most of the game's history where a psyker was a thing that did things, rather than a keyword that denotes when an anti weapon kills you easier.
With the psychic powers being special rules or weapons, a psyker isn't really anything now. I understand why mechanically, but I can see how it just makes psykers look boring.
Also agree on the universal application, but my original post was hoping that the seer council got similar given they don't seem to be interested in universal.
Which is why Psychic abilities/weapons should be notably better than non-Psychic counterparts, or cheaper, or something.
Look at Assault Intercessors. Their Power Weapon? 4 attacks at S5 AP-2 D1.
Strike Squad's Nemesis Force Weapons? One less attack, but S6AP-2 D2. And it's on every member of the squad, not just the Sergeant (which is probably why there's one less attack).
Clocks for the clockmaker! Cogs for the cog throne!
Hellebore wrote: Probably legacy from most of the game's history where a psyker was a thing that did things, rather than a keyword that denotes when an anti weapon kills you easier.
With the psychic powers being special rules or weapons, a psyker isn't really anything now. I understand why mechanically, but I can see how it just makes psykers look boring.
Also agree on the universal application, but my original post was hoping that the seer council got similar given they don't seem to be interested in universal.
Which is why Psychic abilities/weapons should be notably better than non-Psychic counterparts, or cheaper, or something.
Look at Assault Intercessors. Their Power Weapon? 4 attacks at S5 AP-2 D1.
Strike Squad's Nemesis Force Weapons? One less attack, but S6AP-2 D2. And it's on every member of the squad, not just the Sergeant (which is probably why there's one less attack).
This is one of the things that irks me when people claim there's nothing making a psyker special this edition. The special thing is that they get to *do the thing* in the first place. Most marines aren't shooting lightning or manipulating time or putting up force fields. Librarians are.
I don't feel like psykers are less cool because I don't have to roll 2d6 and ask my opponent to please deny the power before I shoot lightning or bend time this edition.
ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
What would the Dakka community think if the Thousand Sons detachment had one small but useful sentence added to their detachment rule?
"Prosperine Kopeshes and Tzaangor Blades count as [Psychic] attacks in this detachment."
Would that work for you? It gives the detachment an obvious identity (not CoM-lite), allows for a few cool uses for underused units (Scarabs and Tzaangor), but doesn't really overpower them because the detachment rule is still pretty bad.
Would a unit of S6/S7 Termies or Tzaangor help too much, or not enough? Reroll 1's or +1 to-wound in melee isn't that big on either, but it's a nice chipper boost. It's not saying "don't take Magnus", but after you take 1-2 units of either Scarabs or Chickens, you'd be hard pressed into having the points too. And less cabal points and shooting psychic for the effort.
(And honestly, even at peak performance, they're like 300+pt Powerfist side-grades on Termies, or 1 200+pt medium melee unit with good OC)
We already do a bit of melee, but this does other melee, and other OC. Yeah, there's Mutas, but they don't do psychic.
Would that one sentence addition change it into an ok'ish detachment? Just a different way that you can play your army, with not-very-used troops (that aren't bad, they're just not good at anything for the points, even with the MFM update). So, a potential second style of play might be handy, rather than CoM "now only three-quarters as good" edition.
It's like they didn't know we didn't have that many psychic attacks (just heaps of rules that make it feel like we did). But if we could have a few more in this detachment (melee, but we don't have that other than Magnus or DPs usually), would that work for you?
It just "feels" a lot better, with that sentence. And adds a tonne of build options, that you never would have taken before. Almost like it's TSons "could try and do melee/ OC" edition, which is a good thing I think.
This message was edited 9 times. Last update was at 2024/12/12 04:52:57
It'd honestly still be weaker than an optimized competitive CoM list, or a whacky skew CoM list, but it'd add so many builds options on what's starting to feel like a small and stale list (dusty, perhaps?).
But I think it'd add enough options and play styles that it would be a "detachment with a reason to exist", and be more in the 85-95% range compared to CoM, while doing some match-ups far better.
Rather than "just the same, but worse", it really could fill several niches that we can't currently do, while not taking away from other potential detachments if we ever get a codex (daemon engines, cultists extreme, fast attack/ light tanks, daemons++, etc).
It sort of fills the spot of "elite, but not Magnus", and "birdy-bois" with one stone. So we can get awesome stuff on all the other stuff, instead of a 3/4s same-list.
((You can happily take 1-2 Termie units, and get something out of them. Or 2-5 Birdies. And/or characters supporting them. As well as foot DPs, or (possibly) winged DPs. Alongside all our other "actually good stuff", and maybe have a unit of deepstriking Rubrics too. Again, have fun finding the points or cabals for it to all work together. But that's a lot of things you'd never normally take, doing stuff they never normally do. A couple of 10 birdies to come in from strategic? Great, 2x 20 OC, to turn detachment on. Great big chonky stack of Termies w/character? Hard to kill, can charge.
Melee strats? Yep, they're mostly all there....
Just a very different detachment from CoM with that one sentence added.))
(((Still don't know why our Daemon Princes don't have Deepstrike. It's like a weirdly specific nerf, considering literally every other faction's does. You'd think Tzeentch ones would definitely have it)))
Anyway, that's my head-canon of a community-fixup-patch for Hexwarp Thrallband v1.1 "the un-f*ening".
This message was edited 7 times. Last update was at 2024/12/12 06:37:36
Which is why Psychic abilities/weapons should be notably better than non-Psychic counterparts, or cheaper, or something.
Look at Assault Intercessors. Their Power Weapon? 4 attacks at S5 AP-2 D1.
Strike Squad's Nemesis Force Weapons? One less attack, but S6AP-2 D2. And it's on every member of the squad, not just the Sergeant (which is probably why there's one less attack).
This is one of the things that irks me when people claim there's nothing making a psyker special this edition. The special thing is that they get to *do the thing* in the first place. Most marines aren't shooting lightning or manipulating time or putting up force fields. Librarians are.
I don't feel like psykers are less cool because I don't have to roll 2d6 and ask my opponent to please deny the power before I shoot lightning or bend time this edition.
When it comes to psychic powers as weapon profiles, yes, I can see the advantage of being a psychic by looking at the strength of the weapon profile. And I think (correct me if I'm wrong) psychic shooting attacks are always in addition to regular shooting, but most melee attacks. So yes, there's an advantage.
The problem comes with the other ways psychic powers are represented. If all lieutenant level characters have a 5+ invulnerable save and all commanders have a 4+, does attaching the word psychic to that save make it feel in any way different from or in addition to what would normally be a part of the character profile via another source?
Still, I haven't combed extensively through all the data cards to see how prevalent invulnerable saves are... So maybe there are enough characters without them that they do feel special. But datacard abilities are the real problem, because every unit in the game has one, and every Leader in the game has two whether those units are psychic or not. So when a Librarian with the Leader keyword has two abilities, nothing is special about either of those abilities because they are psychic. If the character were not psychic, the only difference would be that GW would have to figure out different fluff for whatever rule would be there in its place. Now certainly, if the Librarian has one Leader power (not psychic) one personal power (not psychic) AND an additional power (psychic), then yes, that character IS actually getting something special, or at least something in addition to a character of equivalent points could be expected to have.
But I think the biggest thing that prevents psychic powers from feeling special is the lack of choice. Yes, a psychic weapon profile will be stronger than other weapon profiles, and it can sometimes be used in addition to other weapon profiles... But it still is just another weapon profile... Which is a thing that every unit has. An actual psychic attack power would be something that was not a weapon profile. It would be something in addition to a weapon profile, which was possessed only by other psykers. And it wouldn't be assigned by default to all models of the same type; it would be selected from a list of other powers which were neither weapon profiles nor datacard abilities, but in addition to them. This would mean that if you had two Librarians of the same type in your army, they could serve different tactical roles because their powers would be chosen rather than assigned.
2024/12/12 06:27:04
Subject: The Grotmas Advent Calendar (Updated Daily!)
I did also make our one combo-box/ combat patrol not "absolutely-f'ing-terrible" with it. Like, you could buy 1 Termie Sorc, or one Shaman, or 10 Rubrics, and think "this is a good start to collecting Thousand Sons". There's a detachment that supports those purchasing decisions.
It's an absolute bloody embarrassment otherwise.
(Note: I did not buy a TSons combat patrol, nor would I buy one for someone else for Grotmas, unless it gets made "not sh*te".)
PenitentJake wrote: So when a Librarian with the Leader keyword has two abilities, nothing is special about either of those abilities because they are psychic. If the character were not psychic, the only difference would be that GW would have to figure out different fluff for whatever rule would be there in its place.
See, that's the thing. Something being psychic in nature doesn't really matter 99% of the time. Nor should it. If someone has a forcefield, it doesn't generally matter whether said forcefield is coming from a gadget on their backpack or from some mind magic. If someone is hurling a lightning bolt at you and it behaves like lightning, it doesn't matter whether the bolt came from a gun or the warp. If someone is disappearing from one location and reappearing elsewhere, it doesn't matter whether they just activated the teleport homer/jump pack or if they sank into the shadows and emerged from the darkness across the table.
The end result is generally the same (setting aside anti-psychic fields for a moment). Adding extra mechanics to make them "feel special" just kind of strikes me as overcomplicating the rules for basically no reason. Having an X% chance of your psychic "gun" not working isn't fluffy for most psykers in the game, doesn't lead to interesting choices, and doesn't make the psychic "gun" feel special. At least not to me.
Now certainly, if the Librarian has one Leader power (not psychic) one personal power (not psychic) AND an additional power (psychic), then yes, that character IS actually getting something special, or at least something in addition to a character of equivalent points could be expected to have.
See. This is bizarre to me. A librarian shooting lightning and bending time doesn't feel psychic enough, but if he can shout orders or give a squad a scout move or whatever in addition to that, suddenly his psychic powers are acceptable.
But I think the biggest thing that prevents psychic powers from feeling special is the lack of choice.
I find it interesting that whenever the topic of powers not "feeling special" comes up, people almost always come back to this. I feel like the way psychic powers work is fine and what people actually miss is the ability to customize their character's power selections. Which. Totally get it. Fully agree. But can someone tell me why people always seem to conflate the psychic system with power/wargear customization? Those are two very different things. (Not trying to pick on you here, Jake. Just perplexed by how often this seems to be the case.)
Yes, a psychic weapon profile will be stronger than other weapon profiles, and it can sometimes be used in addition to other weapon profiles... But it still is just another weapon profile... Which is a thing that every unit has. An actual psychic attack power would be something that was not a weapon profile. It would be something in addition to a weapon profile, which was possessed only by other psykers.
I mean, this historically hasn't necessarily been the case. Look at the powers from 7th edition. When you're telekinetically hurtling rocks at people, it has a statline that makes you think someone is flinging rocks around. When someone is conjuring a jet of flames, the profile looks an awful lot like a flamer. When a rune priest shoots a lightning bolt, its stats look an awful lot like some necron tesla guns.
Sure, sometimes you have Eldritch Storms spinning vehicles around or Jaws of the World Wolf doing weird initiative tests. But sometimes you're just a pink horror tossing a shooting attack at the enemy. I'm not any less impressed by a librarian shooting melta beams around and protecting himself with a kineshield just because you can get similar rules from a meltagun and iron halo.
And it wouldn't be assigned by default to all models of the same type; it would be selected from a list of other powers which were neither weapon profiles nor datacard abilities, but in addition to them. This would mean that if you had two Librarians of the same type in your army, they could serve different tactical roles because their powers would be chosen rather than assigned.
Right. Customization. Which we agree would be nice, but the fact that two librarians know how to do the same things doesn't make those things any less psychic in nature. We don't need psychic tests and deny the witch roles and extra phases of the turn that make timing awkward because this movement power should really have just happened in the movement phase and this melee power could really just be handled in the fight phase and so forth.
ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
2024/12/12 12:43:37
Subject: The Grotmas Advent Calendar (Updated Daily!)
sambojin wrote: What would the Dakka community think if the Thousand Sons detachment had one small but useful sentence added to their detachment rule?
"Prosperine Kopeshes and Tzaangor Blades count as [Psychic] attacks in this detachment."
Would that work for you? It gives the detachment an obvious identity (not CoM-lite), allows for a few cool uses for underused units (Scarabs and Tzaangor), but doesn't really overpower them because the detachment rule is still pretty bad.
Would a unit of S6/S7 Termies or Tzaangor help too much, or not enough? Reroll 1's or +1 to-wound in melee isn't that big on either, but it's a nice chipper boost. It's not saying "don't take Magnus", but after you take 1-2 units of either Scarabs or Chickens, you'd be hard pressed into having the points too. And less cabal points and shooting psychic for the effort.
(And honestly, even at peak performance, they're like 300+pt Powerfist side-grades on Termies, or 1 200+pt medium melee unit with good OC)
We already do a bit of melee, but this does other melee, and other OC. Yeah, there's Mutas, but they don't do psychic.
Would that one sentence addition change it into an ok'ish detachment? Just a different way that you can play your army, with not-very-used troops (that aren't bad, they're just not good at anything for the points, even with the MFM update). So, a potential second style of play might be handy, rather than CoM "now only three-quarters as good" edition.
It's like they didn't know we didn't have that many psychic attacks (just heaps of rules that make it feel like we did). But if we could have a few more in this detachment (melee, but we don't have that other than Magnus or DPs usually), would that work for you?
It just "feels" a lot better, with that sentence. And adds a tonne of build options, that you never would have taken before. Almost like it's TSons "could try and do melee/ OC" edition, which is a good thing I think.
Thousand Sons aren't - and aren't intended to be - a close combat army. Khopeshes are pretty good against anything that is smaller than a Terminator/Gravis model, and Magnus can pretty much ruin anyone's day. Where the Sons excel is in close-range firefights, and I'm not sure there's anything that can really be done to make them a combat army. That just not What They Do.
The disappointment with this new detachment is that it really doesn't offer up anything different than what we already have, or put the focus on different units.
She/Her
"There are no problems that cannot be solved with cannons." - Chief Engineer Boris Krauss of Nuln
Kid_Kyoto wrote:"Don't be a dick" and "This is a family wargame" are good rules of thumb.
I don't miss the psychic phase one bit, but I would like the abilities on psychic characters to be a little more reality warping. Da'Jump feels like a suitable tampering with the Warp. Giving your unit an invul save just feels like any other leadership ability.
Inside this spoiler tag is my response to Wyldhunt's response to my. disatisfaction with 10th ed psychic rules; that disatisfaction was mentioned in this thread because the new marine librarian detachment fixes some of my biggest problems with 10th's psychic rules, but by doing so only for Marines, it actually makes 10th's psychic system (or lack there of) fell even worse, because now it's an inadequate system that only applies to second-class armies. I hid it in a spoiler because it is hell of a long response, and the argument is a tangent from the main discussion.
I hope some people still read it... But then sometimes I feel like people ignore my posts even when I don't hide them, so whatever.
PenitentJake wrote: So when a Librarian with the Leader keyword has two abilities, nothing is special about either of those abilities because they are psychic. If the character were not psychic, the only difference would be that GW would have to figure out different fluff for whatever rule would be there in its place.
See, that's the thing. Something being psychic in nature doesn't really matter 99% of the time. Nor should it.
Respectfully, you are wrong. When one use a weapon, they pull a trigger, and if they aimed properly, someone dies. Somebody with a different gun still pulls the trigger, and if they aimed properly someone dies. When someone uses a psychic power, they take the substance of another dimension, the stuff of daemons and nightmares into themselves, and if they can control it, they can shape into one of several possible effects, one of which MIGHT be shooting lightning across the field. The first two examples are things that any human, from a guardsmen penal trooper to a chaptermaster can do, but the third is a thing that only one in a million can do, and those one in a million are hunted and exterminated when they can't be controlled, because if their power goes wrong, it can destroy worlds or summon horrors into existence.
Given the similarity of examples A & B, using similar mechanics to represent those actions makes sense. But the third example, being so profoundly different from the first two, should not be resolved using the same mechanics. It should FEEL different because it IS different. If you treat it the same way as a gun, it just feels like a gun. But it isn't. The lowliest Grot or Ogryn can use a gun. There is nothing special about them. Hell, they exist in our modern world that's how boring they are. Why would you want a potentially cataclysmic event, a supernatural force shaped by the will of a one-in-a-million creature to be treated and resolved in the same manner as something that you or I good do in the real world after taking a a trip to the local sports store with zero training?
THAT is the thing doesn't make sense here.
I think part of our difference of opinion here is that you are coming at the psychic rules as if you're designing a game from scratch, and your goal is to make it as easy to play and efficient as possible to reduce mental load.
I am looking at the 40 years of game that came before 10th and trying to figure out how to make something that is a byproduct of one of the most unique, thematic and disturbing elements of the game feel as significant as it is in the fictional world of the game, and I believe that if a player has insufficient personal capacity to deal with that mental load, they should simply play another game, since catering to that lowest common denominator would make the game so simple that it is boring to people who DO have that personal cognitive capacity and are only interested in hobbies that provide opportunities for them to use it.
If that sounds elitist, sue me. If I wanted to play checkers, I'd just play checkers, not try to make 40k into checkers.
If someone has a forcefield, it doesn't generally matter whether said forcefield is coming from a gadget on their backpack or from some mind magic.
It does though. Because using the forcefield is something a child could do. Press the button, forcefield on. Press again, forcefield off. You do not need to be a librarian to use a forcefield. You don't even need to be a soldier. And if something goes wrong with the forcefield? What's the worst that can happen? Whereas if something goes wrong with a psychic power, it could lead to the death of a planet. Do we sacrifice thousands of people with forcefields every day to maintain the Astronomicon? Are forcefields a theme of the game? In D&D, class features are different than skills in many ways- you have to hit an experience threshold to qualify, they are unique to a class so they are exclusive, where even the lowliest NPC has access to skills. The reason you don't hear anyone say "Oh, just replace class features with extra skill points" is that D&D players know that would be boring as feth.
In previous versions of the game, psychic powers weren't just about end results though. Missions sometimes required psychic actions, so they could be game hooks; psychic powers were chosen, so they helped define a character; they could be augmented in different ways as the character gained experience, so that even two identical powers might not operate the same way when used by two different Legendary Characters who chose to study different facets of the same power as they grew;
the inclusion of a psyker in an army has the narrative potential to affect the composition of the other army or the campaign- look at the psychic apocalypse rules from 3rd ed Witch Hunters or the Crusade rules for Grey Knight daemonic adversaries; look at the Agendas that deal with thwarting psychic powers in various ways.
There is a whole ecosystem of Lore-based, in universe interactions around psychic powers, and you can't represent that ecosystem of interactions properly when the mechanics used for a psychic power are the same as the mechanics for a gun.
Adding extra mechanics to make them "feel special" just kind of strikes me as overcomplicating the rules for basically no reason.
No, it's because in the Lore, they ARE special- that's why they have to feel that way. There aren't entire organizations designed specifically to hunt people who use guns or forcefields or hide in shadows. There ARE organizations that exist purely to hunt, exterminate, capture and control psykers. Why? Because psychic powers ARE special. Psykers ARE special. THAT'S why they need to feel that way.
Having an X% chance of your psychic "gun" not working isn't fluffy for most psykers in the game, doesn't lead to interesting choices, and doesn't make the psychic "gun" feel special. At least not to me.
No, perhaps not. But having an x% chance of your psychic gun working is only ONE of the interactions within the ecosystem of possibilities available when psykers are properly supported. In previous editions, you might take a psyker not because you liked their psychic gun, but because they could (in addition to using that psychic gun) talk to the dead, allowing them to retrieve intel from an enemy that they killed in close combat as part of a Crusade Agenda. And deciding to do that and collect XP rather than stand on the objective to get VP IS an interesting choice. And with those XP, you might want to choose between making your Psychic gun stronger, or getting an extra power which isn't a psychic gun, but maybe a movement boost. Or maybe you don't take an additional power, or make your gun stronger... Maybe you make it harder for other psychics to nullify your gun. Again, pretty interesting choice, right?
Now certainly, if the Librarian has one Leader power (not psychic) one personal power (not psychic) AND an additional power (psychic), then yes, that character IS actually getting something special, or at least something in addition to a character of equivalent points could be expected to have.
See. This is bizarre to me. A librarian shooting lightning and bending time doesn't feel psychic enough, but if he can shout orders or give a squad a scout move or whatever in addition to that, suddenly his psychic powers are acceptable.
Because, again, psykers in the lore are characters who can do weird things with warp energy IN ADDITION to being able to use guns (like every other person can) or forcefields (like any other person can) or hide in shadows (like any other person can).
But I think the biggest thing that prevents psychic powers from feeling special is the lack of choice.
I find it interesting that whenever the topic of powers not "feeling special" comes up, people almost always come back to this. I feel like the way psychic powers work is fine and what people actually miss is the ability to customize their character's power selections. Which. Totally get it. Fully agree. But can someone tell me why people always seem to conflate the psychic system with power/wargear customization? Those are two very different things. (Not trying to pick on you here, Jake. Just perplexed by how often this seems to be the case.)
Well, ask yourself how you add that customization (with which you agree) back into the game without a psychic system of some sort. Again, people managed to convince me that we didn't need a psychic phase if the rules were well written enough. But how do you do this? Lets say we want six possible psychic powers (GW always liked six, because a could be randomized using the ubiquitous die type if players wanted to roll for powers rather than choose). So let's say two of those powers are attacks, one is a leader datacard ability, two are persoanl buffs and one is a debuff.
Using current mechanics, how do you pick them? Where on the datasheet do you write the choices? Because two have to go with the other weapon profiles since that's how they're represented... but then on the back of the card, you'd have to write that you could only take one of those attacks, and only if you didn't take any of the four powers that aren't listed with the weapon profiles. The other four options all have to be listed in the unit rules section of the datacard, but you'd also have to indicate that they only one of them can be used, and only if neither of the weapon profile powers are used.
Or, would having a table of psychic rules SEPARATE from the datacard be an easier way to reinsert the customization (which you 100% agree with) back into the game?
Especially given that having the separate table of rules ALSO facilitates organizing thematically related powers into "disciplines" so that psykers could not only choose powers from a table, but choose which table to choose from. And that becomes important when we pull Crusade back into the mix, because choosing an extra power from a discipline that you already know is a different Battle Honour than choosing a power from a new Discipline... One which actually communicates elements of a psyker's personality: the guy who knows three powers from one discipline is a specialist, where another who knows a single power from each of three disciplines is a generalist. The former studies from the same region or group of people, while the later probably has to travel or have a larger network of teachers.
Good mechanics don't just resolve things on the battlefield- they express and create narrative. This is why they sometimes need to be more complex than the bare minimum required to resolve an action on the table in the moment.
Yes, a psychic weapon profile will be stronger than other weapon profiles, and it can sometimes be used in addition to other weapon profiles... But it still is just another weapon profile... Which is a thing that every unit has. An actual psychic attack power would be something that was not a weapon profile. It would be something in addition to a weapon profile, which was possessed only by other psykers.
I mean, this historically hasn't necessarily been the case. Look at the powers from 7th edition. When you're telekinetically hurtling rocks at people, it has a statline that makes you think someone is flinging rocks around.
I skipped 7th, so I don't know if it was one of the editions with a psychic phase or not, but either way, that power in 7th a) might have caused perils, b) could be dispelled by other psychics, c) could be used in addition to a conventional weapon d) could ONLY be performed by a psyker, e) could be a trigger for reactive strats or actions that are not triggered by conventional attacks, g) may have failed (and yes, like you, I don't think this option is all that interesting... But it does differentiate psychic stone throwing from gunslinging) and h) was chosen from a list of other possible powers which may have included buffs and debuffs in addition to attacks, leading to interesting and meaningful choices that include an opportunity cost.
Sure, sometimes you have Eldritch Storms spinning vehicles around or Jaws of the World Wolf doing weird initiative tests.
Unless it's 10th, because the rules in 10th aren't complex enough to allow either of those things to occur, which is the whole point of the discussion.
I'm not any less impressed by a librarian shooting melta beams around and protecting himself with a kineshield just because you can get similar rules from a meltagun and iron halo.
Well the fact that you don't see the fluff/lore difference between something achieved by a piece of technology and something achieved through sheer force of human will is your mental failing, not mine, and the fact that you will settle for expressing the two in the same way despite these profound differences demonstrates your laziness, not mine.
And there's no logical in-universe reason why the Librarian using those powers shouldn't ALSO be able to use the equipment in addition to the powers, but in the current system it tends to be either/or. You're a captain? Great. You get an Inferno pistol and a halo. You're a Librarian? Great. You get a meltaray and a kineshield. Woo hoo- now you're both functionally identical, despite the fact that you're different in the lore and represented by different models- nothing special about either one of you.
But at least Wyldhunt doesn't have to learn or remember any extra rules, which is great, because that's the only metric by which a game's mechanics should be judged- how few and simple they are. Who cares how reflective they are of the phenomenon they are attempting to simulate? Who cares whether or not the reflect themes of the fictional universe they represent?
And it wouldn't be assigned by default to all models of the same type; it would be selected from a list of other powers which were neither weapon profiles nor datacard abilities, but in addition to them. This would mean that if you had two Librarians of the same type in your army, they could serve different tactical roles because their powers would be chosen rather than assigned.
Right. Customization. Which we agree would be nice, but the fact that two librarians know how to do the same things doesn't make those things any less psychic in nature.
Perhaps not, but it does make the unit less interesting because it can only function in one assigned way, which is just as negative (if not more) than feeling less psychic.
What does make it feel less psychic is the lack of the other seven characteristics I mentioned above. Other than redundancy, what's the point of a chapter having multiple psykers when they all do the same thing anyway? You seem to like "easy to use" and "convenient" so much that you are willing to accept the "boring" part. I'd rather have to commit ten pages of text to memory and have an interesting army and game, than being able to play with minimal effort at the cost of my units all feeling identical and the game not feeling like it reflects the phenomena that it's mechanics are supposed to evoke. I am willing to exert effort in order to achieve fulfilling entertainment.
We don't need psychic tests and deny the witch roles and extra phases of the turn that make timing awkward because this movement power should really have just happened in the movement phase and this melee power could really just be handled in the fight phase and so forth.
As I said before, I can live without the dedicated phase if the rules are written well enough. But Deny the Witch? Look, SoS, SoB and Cullexus assassins exist: Deny the Witch is a part of their identity. Without Deny the Witch, why do we need them. If a psychic attack is just another gun, why is there an Ordo Hereticus?
And while I can live without the dedicated phase, it's existence was another way to differentiate effects which were psychically created and those which were not. A Harlequin runs faster than a Marine so one move 6" and one moves 8". Now if the marine has a power that gives them an extra 2" move, and that is executed during the movement phase, it can be reacted to by other models in the same way they react to movement, and kinda just feels like that marine is a better runner than other marines. They are functionally identical to the Harlequin, rather than feeling like a marine with a psychic power.
But if it happens in the psychic phase, then it can't be reacted to in the same way as movement, and specialized units who have particular reactions that are only triggered be psychic activity now have a better cue- both the psychic and the denier feel like they are doing something that other units can't do. It makes "Running Faster" into something that feels supernatural because it's represented on the table in a way that isn't the same as what basically amounts to an advance move, which every other unit in the game can already do.
Now before I wrap this up dude, I want to apologize for the places in this post where my passion for the subject got the best of me, and my tone shifted far enough that some of what I wrote might have sounded like a personal attack. If you and I were having this discussion face to face, you'd hear the tone of my voice and know that I wasn't trying to start a fight... I agree with 90% or more of what you post in these forums, and I think you're always pretty damned respectful when you post. Your opinions on the current state of psychic rules actually shock me precisely because our points of view on so many other elements of the game do line up well. A better, bigger man might have edited out the parts that crossed a line, but I've already put wAY too much time into this post to do that, so I hope you'll accept an apology after the fact. Cheers!
This message was edited 4 times. Last update was at 2024/12/12 16:59:04
DEC 1 Death Guard
DEC 2 Dark Angels
DEC 3 Tyranids
DEC 4 Thousand Sons
DEC 5 Adeptus Mechanicus
DEC 6 Necrons
DEC 7 Deathwatch
DEC 8 Adeptus Custodes
DEC 8 Officio Assassinorum
DEC 9 Chaos Knights
DEC 9 Imperial Knights
DEC 10 Grey Knights
DEC 11 Space Marines
DEC 12 Chaos Space Marines (Bile)
DEC 13 Dork Eldar
DEC 13 Eldar
DEC 14 Orks
DEC 15 Imperial Guard
DEC 16 Chaos Daemons
DEC 16 Chaos Daemons
DEC 16 Chaos Daemons
DEC 16 Chaos Daemons
This message was edited 4 times. Last update was at 2024/12/15 17:37:13
BorderCountess wrote: Just because you're doing something right doesn't necessarily mean you know what you're doing...
On the bile detachment, I think this detachment is really cool and fluffy. I don't think it will ultimately be better competitively than the normally taken ones, but that is kinda what I want out of a grotmas detachment. What I would do is take nothing but infantry (havocs and oblits for fire support), pick the 2" move, start everything on the board and rush the enemy, especially with that advance and charge for terminators or possessed.
I am a little sad we did not get a psychic detachment similar to the SM one, but this is cool and brings back an old detachment from the past.
For the TS, no I don't think adding psychic fixes that detachment in any way. It is just a horrible rule. If it were something like re-roll 1's to wound for all units, then re-roll 1's to hit if also in the zone of control, and if in zone of control +1 to wound for psychic attacks that would be worth using. I also don't think this would be all that powerful as it doesn't really help the best unit (rubrics who already re-roll wounds and use flamers) but would help make other units relevant. And other than Magnus or Rubrics, the TS don't really have that scary of fire power to over exploit this. Or they could have done something similar to the SM detachment, and pick a buff for "cults" that are active on psychic units. Overall for how nice all the the Grotmas detachments have been, most are not over powered and pretty fluffy focusing on a particular build, the TS one is just utter trash and reinforces my opinion that no one on the design team likes or play TS.
2024/12/12 18:57:12
Subject: The Grotmas Advent Calendar (Updated Daily!)
Respectfully, you are wrong. When one use a weapon, they pull a trigger, and if they aimed properly, someone dies. Somebody with a different gun still pulls the trigger, and if they aimed properly someone dies. When someone uses a psychic power, they take the substance of another dimension, the stuff of daemons and nightmares into themselves, and if they can control it, they can shape into one of several possible effects, one of which MIGHT be shooting lightning across the field. The first two examples are things that any human, from a guardsmen penal trooper to a chaptermaster can do, but the third is a thing that only one in a million can do, and those one in a million are hunted and exterminated when they can't be controlled, because if their power goes wrong, it can destroy worlds or summon horrors into existence.
Given the similarity of examples A & B, using similar mechanics to represent those actions makes sense. But the third example, being so profoundly different from the first two, should not be resolved using the same mechanics. It should FEEL different because it IS different. If you treat it the same way as a gun, it just feels like a gun. But it isn't. The lowliest Grot or Ogryn can use a gun. There is nothing special about them. Hell, they exist in our modern world that's how boring they are. Why would you want a potentially cataclysmic event, a supernatural force shaped by the will of a one-in-a-million creature to be treated and resolved in the same manner as something that you or I good do in the real world after taking a a trip to the local sports store with zero training?
A lot of your post boils down to the sentiment here that special powers have cool fluff, so therefore they need to have more complicated game mechanics to make them feel sufficiently dramatic. I'm going to try to address that here rather than quoting each place in your post that brings up a similar sentiment.
Basically, I think you're overly impressed by this one particular bit of fluff and letting that cloud your judgement on game mechanics. Archaeotech and martian tech is pretty cool-sounding if I spend two paragraphs talking about the pinnacle of human achievement and the heights of the golden age of technology and so forth. A tyranid bioweapon is pretty impressive if I spend two pages writing purple prose about how an organism large enough to encircle the galaxy has bent its will to perfecting weaponry designed to lay waste to whatever foe it faces, etc. etc. But a conversion beamer and a deathspitter both work perfectly well as guns. The former is even a great example of how you can give a gun a bit of extra flavor without needing a whole subsystem to represent how special it is.
At the end of the day, a librarian shooting fire from his fingertips is basically just a flamethrower 99% of the time. And we already have rules for flamethrowers.
I acknowledge that there can be merit in making an effect "stand out" using a subsystem, not because it improves the gameplay directly but because it can add to the player experience. In the same way that well-designed graphics in a video game can make that game more immersive. However, the way that past editions did this struck me as more unfluffy than fluffy much of the time. While some random unsanctioned human psyker might be at risk of perils'ing hard enough to kill himself and take the local hab block with him, that's just not a thing you generally see librarians and farseers and chaos sorcerers doing. If you're trying to recreate a battle from a BL novel, Ahriman suddenly exploding and killing his nearby allies would feel really out of character. Similarly, I struggle to think of novels where a librarian is suddenly unable to shoot lightning from his hands because another psyker is denying the witch. Denying the witch just isn't a thing psykers are regularly doing to eachother in the lore. Nor are librarians regularly failing to shoot lightning in general (i.e. failed psychic tests).
Failed psychic tests, deny the witch, and perils just didn't really represent the lore very well. I'd be open to a system that *does* represent the lore better, but for now I'd rather be rid of unfluffy mechanics that make it clunkier to resolve effects.
If that sounds elitist, sue me. If I wanted to play checkers, I'd just play checkers, not try to make 40k into checkers.
You don't sound elitist. You just kinda come off as a dick in this post. But I'll refrain from taking further jabs as I respond to the rest of your post.
In previous versions of the game, psychic powers weren't just about end results though. Missions sometimes required psychic actions, so they could be game hooks;
You can easily design missions for 10th that require psykers to perform actions. We just don't have that in matched play because it's not a good one-size-fits-all mechanic. See: the Ritual from 9th edition. This isn't a problem with how psychic powers work in 10th. It's a desire to add specific secondaries or missions to your games.
psychic powers were chosen, so they helped define a character;
We've already agreed that character customization was nice and that we'd both like to see it come back. But choosing your psyker's powers is a different topic from how those powers work.
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they could be augmented in different ways as the character gained experience, so that even two identical powers might not operate the same way when used by two different Legendary Characters who chose to study different facets of the same power as they grew;
Not familiar with how this was handled before, but I know that weapon powers can be modified through weapon upgrades in modern Crusade.
the inclusion of a psyker in an army has the narrative potential to affect the composition of the other army or the campaign- look at the psychic apocalypse rules from 3rd ed Witch Hunters or the Crusade rules for Grey Knight daemonic adversaries; look at the Agendas that deal with thwarting psychic powers in various ways.
I can't comment on 3rd edition much as I never played it. Are you making the case that psychic powers today should work the way they did in 3rd edition Apoc? Because if so, that's a more specific conversation that I can't really engage in.
What agendas involved thwarting psychic powers? Was it just an agenda you succeed at for denying the witch? That sounds about as interesting as the agendas that gave you xp for casting powers. Not my cup of tea, personally.
There is a whole ecosystem of Lore-based, in universe interactions around psychic powers, and you can't represent that ecosystem of interactions properly when the mechanics used for a psychic power are the same as the mechanics for a gun.
Why? Because the inclusion of anti-psychic fields complicates your argument to the point where it no longer holds water?
Because the things that meaningfully interact with psychic effects like that are few and far between. We're mostly talking about:
* 1 type of assassin
* Sisters of Silence
* Depending on the edition, sisters of battle.
Now you can make a case for wanting those units to have more potent anti-psychic rules than they currently do, but we probably don't need a universal subsystem that impacts every army with a psyker just to support the gimmick of a 1.5 factions and an assassin. Just like we don't need a universal subsystem for admech doing computer stuff.
No, perhaps not. But having an x% chance of your psychic gun working *snip* Again, pretty interesting choice, right?
I think this is all addressed above. We agree that customization is good. There's nothing stopping 10th edition from having psyker-related actions, agendas, or objectives.
Well, ask yourself how you add that customization (with which you agree) back into the game without a psychic system of some sort.
Just make powers a wargear option. Preferably the same way it worked in 3rd-5th where you just pay points for whichever powers you take, but you could also just make it a free swap between one of several options at the start of the game if wargear points are off the table. So at the start of the game, my farseer can choose one of the following: Guide, Doom, Eldritch Storm, etc. You could complicate it from there with strats if you wanted, but that's getting more detailed than necessary for this discussion.
Where on the datasheet do you write the choices?...
Or, would having a table of psychic rules SEPARATE from the datacard be an easier way to reinsert the customization (which you 100% agree with) back into the game?
I'd probably just have a page with the psychic powers spelled out and listed. Just like they used to be. I don't think it's a ridiculous ask for people to bookmark one page of a physical codex, and anyone using an app has the details of the power one button tap away. I feel like you're trying to make this sound like a big hurdle, but it should be pretty easy. We've made it work reasonably well before, and we can be even better at it now that a lot of people are playing using apps, recently played using psychic power cards, etc.
Disciplines are neat but also potentially put designers into boxes. You can tell that most disciplines in 7th-9th had like, 3 or 4 really strong ideas for powers, and then usually had a couple space fillers mixed in. And some disciplines like Runes of Fate were covering everything from seeing the future to having mind duels to conjuring lightning. At which point, the discipline wasn't really a theme so much as just a place to store all the stuff farseers are supposed to be able to do. All of which is to say I could take or leave disciplines.
I skipped 7th, so I don't know if it was one of the editions with a psychic phase or not, but either way, that power in 7th a) might have caused perils, b) could be dispelled by other psychics, c) could be used in addition to a conventional weapon d) could ONLY be performed by a psyker, e) could be a trigger for reactive strats or actions that are not triggered by conventional attacks, g) may have failed (and yes, like you, I don't think this option is all that interesting... But it does differentiate psychic stone throwing from gunslinging) and h) was chosen from a list of other possible powers which may have included buffs and debuffs in addition to attacks, leading to interesting and meaningful choices that include an opportunity cost.
I think I've addressed this all above, but I'll hit each of these here because it seems like a good place to summarize some points.
A. and B.) I find those to be kind of unfluffy. Outside of wyrd boyz and maybe unsanctioned human psykers, psykers aren't generally exploding from perils, and random astropath Bob shutting down Ahriman or Eldrads' powers seems actively unfluffy.
C.) Still can be. My farseer shoots shuriken weapons while flinging her eldritch storm around in the same phase, and then she stabs stuff with a witchblade later that turn.
D.) Psychic powers can still only be used by psykers. I think you're going back to the magical flamers being different from normal flamers thing, but that hasn't been true from 3rd-7th. See: any power with a template or torrent rule. 8th and 9th were the anomalies here, insisting on making all powers do mortal wounds. Were you opposed to the Avenger power in 5th edition when it was just a gun with a psychic test?
E.) Still can be. See: any rule that triggers off of the Psychic keyword. I think you're trying to get at things like Culexus assassins turning off mobility buffs. In which case, see above about me being fine with writing rules to do that.
F.) Seems to have been lost in the warp.
G.) So we agree it was uninteresting. It was a feelsbad mechanic that was also unfluffy. So it actively made the game experience worse, but was different for the sake of being different.
H.) Again, we're talking about customization now; not how powers work. I'm all for being able to customize powers on a unit.
And while I can live without the dedicated phase, it's existence was another way to differentiate effects which were psychically created and those which were not. A Harlequin runs faster than a Marine so one move 6" and one moves 8". Now if the marine has a power that gives them an extra 2" move, and that is executed during the movement phase, it can be reacted to by other models in the same way they react to movement, and kinda just feels like that marine is a better runner than other marines.
A marine using magic to run faster than other marines is, in fact, just a marine that is a better runner than other marines. The end result is that he's covering more ground when he runs. We don't need to add a subsystem to reflect that.
They are functionally identical to the Harlequin, rather than feeling like a marine with a psychic power.
I feel like there might be one or two differences between a harlequin and a marine aside from their Movement stats.
But if it happens in the psychic phase, then it can't be reacted to in the same way as movement, and specialized units who have particular reactions that are only triggered be psychic activity now have a better cue- both the psychic and the denier feel like they are doing something that other units can't do. It makes "Running Faster" into something that feels supernatural because it's represented on the table in a way that isn't the same as what basically amounts to an advance move, which every other unit in the game can already do.
I know I said I wasn't going to call this out every time you do it, but I did want to highlight that this is an excellent example of much of your argument boiling down to, "Make it more complicated than necessary just so it feels special."
Now before I wrap this up dude, I want to apologize for the places in this post where my passion for the subject got the best of me, and my tone shifted far enough that some of what I wrote might have sounded like a personal attack.
I mean, it straight up was a personal attack. The Edit button exists, and you can review posts before submitting them. You chose to leave the personal insults in there. Even if you were getting heated in the moment, you opted to leave those more emotional bits in there for me to read.
I agree with 90% or more of what you post in these forums, and I think you're always pretty damned respectful when you post.
I genuinely appreciate that.
A better, bigger man might have edited out the parts that crossed a line, but I've already put wAY too much time into this post to do that, so I hope you'll accept an apology after the fact. Cheers!
I won't lose any sleep over it, but I do encourage you to think twice before posting comments like that in the future. That sort of thing can really ruin a person's day if you catch them at the wrong time, you know?
This message was edited 2 times. Last update was at 2024/12/12 18:58:02
ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
PenitentJake wrote: Inside this spoiler tag is my response to Wyldhunt's response to my. disatisfaction with 10th ed psychic rules; that disatisfaction was mentioned in this thread because the new marine librarian detachment fixes some of my biggest problems with 10th's psychic rules, but by doing so only for Marines, it actually makes 10th's psychic system (or lack there of) fell even worse, because now it's an inadequate system that only applies to second-class armies. I hid it in a spoiler because it is hell of a long response, and the argument is a tangent from the main discussion.
I hope some people still read it... But then sometimes I feel like people ignore my posts even when I don't hide them, so whatever.
PenitentJake wrote: So when a Librarian with the Leader keyword has two abilities, nothing is special about either of those abilities because they are psychic. If the character were not psychic, the only difference would be that GW would have to figure out different fluff for whatever rule would be there in its place.
See, that's the thing. Something being psychic in nature doesn't really matter 99% of the time. Nor should it.
Respectfully, you are wrong. When one use a weapon, they pull a trigger, and if they aimed properly, someone dies. Somebody with a different gun still pulls the trigger, and if they aimed properly someone dies. When someone uses a psychic power, they take the substance of another dimension, the stuff of daemons and nightmares into themselves, and if they can control it, they can shape into one of several possible effects, one of which MIGHT be shooting lightning across the field. The first two examples are things that any human, from a guardsmen penal trooper to a chaptermaster can do, but the third is a thing that only one in a million can do, and those one in a million are hunted and exterminated when they can't be controlled, because if their power goes wrong, it can destroy worlds or summon horrors into existence.
Given the similarity of examples A & B, using similar mechanics to represent those actions makes sense. But the third example, being so profoundly different from the first two, should not be resolved using the same mechanics. It should FEEL different because it IS different. If you treat it the same way as a gun, it just feels like a gun. But it isn't. The lowliest Grot or Ogryn can use a gun. There is nothing special about them. Hell, they exist in our modern world that's how boring they are. Why would you want a potentially cataclysmic event, a supernatural force shaped by the will of a one-in-a-million creature to be treated and resolved in the same manner as something that you or I good do in the real world after taking a a trip to the local sports store with zero training?
THAT is the thing doesn't make sense here.
I think part of our difference of opinion here is that you are coming at the psychic rules as if you're designing a game from scratch, and your goal is to make it as easy to play and efficient as possible to reduce mental load.
I am looking at the 40 years of game that came before 10th and trying to figure out how to make something that is a byproduct of one of the most unique, thematic and disturbing elements of the game feel as significant as it is in the fictional world of the game, and I believe that if a player has insufficient personal capacity to deal with that mental load, they should simply play another game, since catering to that lowest common denominator would make the game so simple that it is boring to people who DO have that personal cognitive capacity and are only interested in hobbies that provide opportunities for them to use it.
If that sounds elitist, sue me. If I wanted to play checkers, I'd just play checkers, not try to make 40k into checkers.
If someone has a forcefield, it doesn't generally matter whether said forcefield is coming from a gadget on their backpack or from some mind magic.
It does though. Because using the forcefield is something a child could do. Press the button, forcefield on. Press again, forcefield off. You do not need to be a librarian to use a forcefield. You don't even need to be a soldier. And if something goes wrong with the forcefield? What's the worst that can happen? Whereas if something goes wrong with a psychic power, it could lead to the death of a planet. Do we sacrifice thousands of people with forcefields every day to maintain the Astronomicon? Are forcefields a theme of the game? In D&D, class features are different than skills in many ways- you have to hit an experience threshold to qualify, they are unique to a class so they are exclusive, where even the lowliest NPC has access to skills. The reason you don't hear anyone say "Oh, just replace class features with extra skill points" is that D&D players know that would be boring as feth.
In previous versions of the game, psychic powers weren't just about end results though. Missions sometimes required psychic actions, so they could be game hooks; psychic powers were chosen, so they helped define a character; they could be augmented in different ways as the character gained experience, so that even two identical powers might not operate the same way when used by two different Legendary Characters who chose to study different facets of the same power as they grew;
the inclusion of a psyker in an army has the narrative potential to affect the composition of the other army or the campaign- look at the psychic apocalypse rules from 3rd ed Witch Hunters or the Crusade rules for Grey Knight daemonic adversaries; look at the Agendas that deal with thwarting psychic powers in various ways.
There is a whole ecosystem of Lore-based, in universe interactions around psychic powers, and you can't represent that ecosystem of interactions properly when the mechanics used for a psychic power are the same as the mechanics for a gun.
Adding extra mechanics to make them "feel special" just kind of strikes me as overcomplicating the rules for basically no reason.
No, it's because in the Lore, they ARE special- that's why they have to feel that way. There aren't entire organizations designed specifically to hunt people who use guns or forcefields or hide in shadows. There ARE organizations that exist purely to hunt, exterminate, capture and control psykers. Why? Because psychic powers ARE special. Psykers ARE special. THAT'S why they need to feel that way.
Having an X% chance of your psychic "gun" not working isn't fluffy for most psykers in the game, doesn't lead to interesting choices, and doesn't make the psychic "gun" feel special. At least not to me.
No, perhaps not. But having an x% chance of your psychic gun working is only ONE of the interactions within the ecosystem of possibilities available when psykers are properly supported. In previous editions, you might take a psyker not because you liked their psychic gun, but because they could (in addition to using that psychic gun) talk to the dead, allowing them to retrieve intel from an enemy that they killed in close combat as part of a Crusade Agenda. And deciding to do that and collect XP rather than stand on the objective to get VP IS an interesting choice. And with those XP, you might want to choose between making your Psychic gun stronger, or getting an extra power which isn't a psychic gun, but maybe a movement boost. Or maybe you don't take an additional power, or make your gun stronger... Maybe you make it harder for other psychics to nullify your gun. Again, pretty interesting choice, right?
Now certainly, if the Librarian has one Leader power (not psychic) one personal power (not psychic) AND an additional power (psychic), then yes, that character IS actually getting something special, or at least something in addition to a character of equivalent points could be expected to have.
See. This is bizarre to me. A librarian shooting lightning and bending time doesn't feel psychic enough, but if he can shout orders or give a squad a scout move or whatever in addition to that, suddenly his psychic powers are acceptable.
Because, again, psykers in the lore are characters who can do weird things with warp energy IN ADDITION to being able to use guns (like every other person can) or forcefields (like any other person can) or hide in shadows (like any other person can).
But I think the biggest thing that prevents psychic powers from feeling special is the lack of choice.
I find it interesting that whenever the topic of powers not "feeling special" comes up, people almost always come back to this. I feel like the way psychic powers work is fine and what people actually miss is the ability to customize their character's power selections. Which. Totally get it. Fully agree. But can someone tell me why people always seem to conflate the psychic system with power/wargear customization? Those are two very different things. (Not trying to pick on you here, Jake. Just perplexed by how often this seems to be the case.)
Well, ask yourself how you add that customization (with which you agree) back into the game without a psychic system of some sort. Again, people managed to convince me that we didn't need a psychic phase if the rules were well written enough. But how do you do this? Lets say we want six possible psychic powers (GW always liked six, because a could be randomized using the ubiquitous die type if players wanted to roll for powers rather than choose). So let's say two of those powers are attacks, one is a leader datacard ability, two are persoanl buffs and one is a debuff.
Using current mechanics, how do you pick them? Where on the datasheet do you write the choices? Because two have to go with the other weapon profiles since that's how they're represented... but then on the back of the card, you'd have to write that you could only take one of those attacks, and only if you didn't take any of the four powers that aren't listed with the weapon profiles. The other four options all have to be listed in the unit rules section of the datacard, but you'd also have to indicate that they only one of them can be used, and only if neither of the weapon profile powers are used.
Or, would having a table of psychic rules SEPARATE from the datacard be an easier way to reinsert the customization (which you 100% agree with) back into the game?
Especially given that having the separate table of rules ALSO facilitates organizing thematically related powers into "disciplines" so that psykers could not only choose powers from a table, but choose which table to choose from. And that becomes important when we pull Crusade back into the mix, because choosing an extra power from a discipline that you already know is a different Battle Honour than choosing a power from a new Discipline... One which actually communicates elements of a psyker's personality: the guy who knows three powers from one discipline is a specialist, where another who knows a single power from each of three disciplines is a generalist. The former studies from the same region or group of people, while the later probably has to travel or have a larger network of teachers.
Good mechanics don't just resolve things on the battlefield- they express and create narrative. This is why they sometimes need to be more complex than the bare minimum required to resolve an action on the table in the moment.
Yes, a psychic weapon profile will be stronger than other weapon profiles, and it can sometimes be used in addition to other weapon profiles... But it still is just another weapon profile... Which is a thing that every unit has. An actual psychic attack power would be something that was not a weapon profile. It would be something in addition to a weapon profile, which was possessed only by other psykers.
I mean, this historically hasn't necessarily been the case. Look at the powers from 7th edition. When you're telekinetically hurtling rocks at people, it has a statline that makes you think someone is flinging rocks around.
I skipped 7th, so I don't know if it was one of the editions with a psychic phase or not, but either way, that power in 7th a) might have caused perils, b) could be dispelled by other psychics, c) could be used in addition to a conventional weapon d) could ONLY be performed by a psyker, e) could be a trigger for reactive strats or actions that are not triggered by conventional attacks, g) may have failed (and yes, like you, I don't think this option is all that interesting... But it does differentiate psychic stone throwing from gunslinging) and h) was chosen from a list of other possible powers which may have included buffs and debuffs in addition to attacks, leading to interesting and meaningful choices that include an opportunity cost.
Sure, sometimes you have Eldritch Storms spinning vehicles around or Jaws of the World Wolf doing weird initiative tests.
Unless it's 10th, because the rules in 10th aren't complex enough to allow either of those things to occur, which is the whole point of the discussion.
I'm not any less impressed by a librarian shooting melta beams around and protecting himself with a kineshield just because you can get similar rules from a meltagun and iron halo.
Well the fact that you don't see the fluff/lore difference between something achieved by a piece of technology and something achieved through sheer force of human will is your mental failing, not mine, and the fact that you will settle for expressing the two in the same way despite these profound differences demonstrates your laziness, not mine.
And there's no logical in-universe reason why the Librarian using those powers shouldn't ALSO be able to use the equipment in addition to the powers, but in the current system it tends to be either/or. You're a captain? Great. You get an Inferno pistol and a halo. You're a Librarian? Great. You get a meltaray and a kineshield. Woo hoo- now you're both functionally identical, despite the fact that you're different in the lore and represented by different models- nothing special about either one of you.
But at least Wyldhunt doesn't have to learn or remember any extra rules, which is great, because that's the only metric by which a game's mechanics should be judged- how few and simple they are. Who cares how reflective they are of the phenomenon they are attempting to simulate? Who cares whether or not the reflect themes of the fictional universe they represent?
And it wouldn't be assigned by default to all models of the same type; it would be selected from a list of other powers which were neither weapon profiles nor datacard abilities, but in addition to them. This would mean that if you had two Librarians of the same type in your army, they could serve different tactical roles because their powers would be chosen rather than assigned.
Right. Customization. Which we agree would be nice, but the fact that two librarians know how to do the same things doesn't make those things any less psychic in nature.
Perhaps not, but it does make the unit less interesting because it can only function in one assigned way, which is just as negative (if not more) than feeling less psychic.
What does make it feel less psychic is the lack of the other seven characteristics I mentioned above. Other than redundancy, what's the point of a chapter having multiple psykers when they all do the same thing anyway? You seem to like "easy to use" and "convenient" so much that you are willing to accept the "boring" part. I'd rather have to commit ten pages of text to memory and have an interesting army and game, than being able to play with minimal effort at the cost of my units all feeling identical and the game not feeling like it reflects the phenomena that it's mechanics are supposed to evoke. I am willing to exert effort in order to achieve fulfilling entertainment.
We don't need psychic tests and deny the witch roles and extra phases of the turn that make timing awkward because this movement power should really have just happened in the movement phase and this melee power could really just be handled in the fight phase and so forth.
As I said before, I can live without the dedicated phase if the rules are written well enough. But Deny the Witch? Look, SoS, SoB and Cullexus assassins exist: Deny the Witch is a part of their identity. Without Deny the Witch, why do we need them. If a psychic attack is just another gun, why is there an Ordo Hereticus?
And while I can live without the dedicated phase, it's existence was another way to differentiate effects which were psychically created and those which were not. A Harlequin runs faster than a Marine so one move 6" and one moves 8". Now if the marine has a power that gives them an extra 2" move, and that is executed during the movement phase, it can be reacted to by other models in the same way they react to movement, and kinda just feels like that marine is a better runner than other marines. They are functionally identical to the Harlequin, rather than feeling like a marine with a psychic power.
But if it happens in the psychic phase, then it can't be reacted to in the same way as movement, and specialized units who have particular reactions that are only triggered be psychic activity now have a better cue- both the psychic and the denier feel like they are doing something that other units can't do. It makes "Running Faster" into something that feels supernatural because it's represented on the table in a way that isn't the same as what basically amounts to an advance move, which every other unit in the game can already do.
Now before I wrap this up dude, I want to apologize for the places in this post where my passion for the subject got the best of me, and my tone shifted far enough that some of what I wrote might have sounded like a personal attack. If you and I were having this discussion face to face, you'd hear the tone of my voice and know that I wasn't trying to start a fight... I agree with 90% or more of what you post in these forums, and I think you're always pretty damned respectful when you post. Your opinions on the current state of psychic rules actually shock me precisely because our points of view on so many other elements of the game do line up well. A better, bigger man might have edited out the parts that crossed a line, but I've already put wAY too much time into this post to do that, so I hope you'll accept an apology after the fact. Cheers!
So much of this is just wilful misrepresentation or a failure of imagination. It's pretty disingenuous to portray the many weird and wild non-psychic parts of 40k as mundane while going out of your way to emphasise those exact same qualities in psykers. Yes, psykers are certainly a different manner of beast to other things in 40k, but then so are Harelquins, or the extra-galactic horror that is the Tyranid Hive Mind, or the barely understood technologies the Ad Mech utilise. Fundamentally, if an effect causes damage at range there's no reason it can't just be given a weapon profile, whether it's a psychic power, a weapon that fires dark light or a horrifying symbiote weapon launching living ammunition across the battlefield. The source isn't that important at the scale 40k operates, or at least it doesn't have to be. One important point here regarding psyker characters in particular, is that most characters in 40k have fairly lacklustre shooting attacks. You might get a plasma pistol if you're lucky, but that's usually about it. In that context, the fact many psykers get a pretty decent shooting attack on top of those regular weapons most other characters get does make them stand out as a breed apart. Additionally, many of these psychic weapons get various special rules like Devastating Wounds or Sustained Hits to further differentiate them from more run-of-the-mill ranged weapons. That's a direct representation of the power of psykers in the context of a 40k game. I don't see why it matters if it's done as a shooting attack in the shooting phase or as a functionally identical attack in a different phase.
Then there's the fact you call the passive psychic effects mundane. Suddenly, these effects are not granted the flamboyant prose and descriptions you reserve for previous editions' psychic powers, presumably because that would kind of defeat your point, despite it being no less true in 10th than it was in previous editions. To just take a single faction, we have Space Marine Librarians who literally manipulate time itself to enhance their unit's combat abilities, or use invisibility to shroud them from sight - an effect that was also present in previous editions that you seem so fond of. Apparently if there's not a whole separate system of pointless dice rolling for it, that's not interesting enough though. If you want specific psychic actions as part of mission design you can do that. The Psyker keyword exists for this very purpose. Nothing's stopping you.
Which brings me on to my main problem with previous psychic systems in 40k. Mechanically, they were pretty much universally terrible. We've had LD tests, where 90% of psykers were Ld10. The power level system of success/failure rolls, that basically meant armies that generated more dice were just guaranteed to get of the power they wanted and you could never deny anything, or the mortal wound spam of 8th. None of these were actually interactive, despite the veneer GW tried to apply to them.
2024/12/13 04:24:04
Subject: The Grotmas Advent Calendar (Updated Daily!)
A lot of your post boils down to the sentiment here that special powers have cool fluff, so therefore they need to have more complicated game mechanics to make them feel sufficiently dramatic.
Sort of? I suppose you could reduce it to that?
It's more that I think mechanics should, in some way, represent the phenomenon they are meant to express. So for example, you look at a psychic power that confers a ranged attack, has more in common with a mundane weapon than it does with a different psychic power which confers an invulnerable save, or provides an aura. Despite the difference in effect, I believe that these three powers have more in common with each other than each of them does with other similar non-psychic effect. Because for me, what defines a power as psychic is it's "psychicness" not the specific effect that psychicness produces.
That may sound overly philosophical or whatever, but the warp is a theme that permeates the game, and psychic abilities are a part of that theme. I want psychic powers to feel different from weapon profiles because the Imperium could not exist without psychic navigation and communication. Sure, a ranged attack is a ranged attack effect wise, but one of those ranged attacks is empowered by the some phenomenon that allows humans to travel faster than light, or is literally the stuff of daemons, and its psychic nature means that it has more in common with other psychic phenomenon than it does with other ranged attacks, even if a particualr psychic effect IS a ranged attack.
Basically, I think you're overly impressed by this one particular bit of fluff and letting that cloud your judgement on game mechanics.
Oh, I'm down right obsessed with psychic phenomenon as a foundational theme of 40k; I think you're not obsessed enough with it. Warp travel can't happen without it. It had a huge impact on how and why the Heresy played out, entire factions exist because of it and it's thematically foundational to the game in a way that archeotech, or martian tech, or tryranid bio-tech aren't.
At the end of the day, a librarian shooting fire from his fingertips is basically just a flamethrower 99% of the time.
Is explained in more words above: No, at any time of day, 100% of the time, psychically shooting fire from your fingertips has more in common with putting up a psychic forcefield, or psychically conferring a stealth aura the does with shooting a flamethrower, because the latter is not a psychic effect, while the other three are. The effect is but one element of a psychic power- certainly the element that has the greatest impact upon the game, which is why many people do believe it makes sense to treat a ranged psychic attack like a mundane ranged attack, a psychic invulnerable save like one generated by tech and any other power like a datacard ability instead of finding a way to treat all of those things like psychic powers. And I'm not in any way suggesting it has to be complicated, nor am I suggesting that it should be done as it has been in any previous version. It just has to feel like all of those widely varied psychic powers are actually psychic powers rather than feeling like two are weapon profiles, one is a save and the rest are datacard abilities. One of your suggestions, which will get to below, gets us 80% of the way there.
I acknowledge that there can be merit in making an effect "stand out" using a subsystem, not because it improves the gameplay directly but because it can add to the player experience. In the same way that well-designed graphics in a video game can make that game more immersive.
Well there it is right there: that's really all I'm trying to say, and I personally don't believe the current system isn't great because I don't think it does that. So if you can acknowledge that, heck that's great.
However, the way that past editions did this struck me as more unfluffy than fluffy much of the time. While some random unsanctioned human psyker might be at risk of perils'ing hard enough to kill himself and take the local hab block with him, that's just not a thing you generally see librarians and farseers and chaos sorcerers doing.
Past editions certainly weren't perfect either and never claimed otherwise. And perils of the warp as per the mechanics of 9th ed (double sixes) isn't something that generally happens. The mechanics ensure that it's the type of thing that happens only 2.78% of the time. But you see, by having a game where the Perils effect exists creates the design space for a psychic debuff that makes enemies more likely to be affected by perils, or a way for the Psyker to risk more in the casting for a greater effect- perils on double anything rather than just 6's.
If you're trying to recreate a battle from a BL novel,
I'm not. And in fact, I think the idea that this is what rules should do is a bit of a problem, because I think most Black Library writers get it wrong; I think their stories should be more in line with the game, not that the game should be like the stories. Black Library is not 40k; it's the novelization of 40k. It's BASED on a true story... But it is NOT the true story. I don't even consider BL to be fluff.
Ahriman suddenly exploding and killing his nearby allies would feel really out of character.
Well Ahriman isn't just a run of the mill psyker, but don't you think that it makes more sense to give guys like him and Eldrad and Mephiston or whoever immunity, rather than ditching the whole Perils and Deny system with the un-intended consequence that Joe-bob the Rogue psyker who discovered his power 3 days ago can also never suffer Perils or be Denied?
Similarly, I struggle to think of novels where a librarian is suddenly unable to shoot lightning from his hands because another psyker is denying the witch.
Yeah, but see I think that's a flaw in the novel. I think Black Library authors should play more often than they do to remind themselves that these things DO happen in game, and should at least occasionally happen in books. We'll get into why right after this quote:
Denying the witch just isn't a thing psykers are regularly doing to each other in the lore. Nor are librarians regularly failing to shoot lightning in general (i.e. failed psychic tests).
Do you think that if Joe-Bob the Rogue psyker how discovered his powers three days ago casts lightning on Ahriman that it's unfluffy for Ahriman to deny that? Because if you do, in order to make it happen, you need Deny the Witch or something like it. Again, the system exists to provide the design space for effects to occur when they should and to not occur when the shouldn't. A well designed system would make named Psykers, Crusade Psykers of Legendary rank, Chief Librarians and equivalents never suffer Perils and would not allow their powers to be denied by psykers of lesser rank; regular Librarians or Warlocks and Crusaders of Battle Hardened Rank should occasionally risk Perils... Say about 2.78% of the time. Joe-Bob the Rogue Pysker, mortal cultists and green or Blooded Crusaders should suffer perils more often and should expect Librarian level psykers to have a shot at Denying and named Psykers to be immune to them.
That's far more fluffy than "Nobody Perils and Nobody gets Denied" which is what we have.
Failed psychic tests, deny the witch, and perils just didn't really represent the lore very well. I'd be open to a system that *does* represent the lore better, but for now I'd rather be rid of unfluffy mechanics that make it clunkier to resolve effects.
So yes, agreed on failed psychic tests- get rid of them. And no, implementations of Perils and Deny may have felt unfluffy, the lore concept of both Perils and Deny are fundamental principles of psychic ability- especially Perils. They are important enough that a flawed system is better than now system. If perils isn't possible, why does the Hereticus exist?
You don't sound elitist. You just kinda come off as a dick in this post. But I'll refrain from taking further jabs as I respond to the rest of your post.
You can easily design missions for 10th that require psykers to perform actions. We just don't have that in matched play because it's not a good one-size-fits-all mechanic. See: the Ritual from 9th edition. This isn't a problem with how psychic powers work in 10th. It's a desire to add specific secondaries or missions to your games.
True, but again the more robust the psychic system is, the more design space we have to make those missions interesting. Like maybe in a certain zone of the board (ie. proximity to one of the objectives) Perils are more likely to occur for non Chaos psykers to represent the fact that the objective is a powerful chaos relic. Or maybe if you pick up the objective, you can more effectively Deny the Witch. Those mission interactions are easy in a game system where the mechanics for Perils and Deny exist, but in a system where the don't exist, the mission has to contain all the rules.
But choosing your psyker's powers is a different topic from how those powers work.
Mostly. But as soon as you offer a suite of choices to each faction. you might need more design space than "Well, unless it's a weapon profile, a save or a datacard ability, we can't do it."
Not familiar with how this was handled before, but I know that weapon powers can be modified through weapon upgrades in modern Crusade.
Weapon upgrades modify a specific weapon's stats. Psychic Mastery, due to the diversity of psychic power effects can't really do that, so instead it manipulates the system that governs the use of powers- you know an extra power, you can use an extra power per turn, that sorta thing. This made it feel very different from weapons upgrades, so it was really cool when a Psyker might take some weapon upgrades and some Psychic mastery upgrades.
I can't comment on 3rd edition much as I never played it. Are you making the case that psychic powers today should work the way they did in 3rd edition Apoc? Because if so, that's a more specific conversation that I can't really engage in.
Psychic Apocalypse was a rule that allowed an army fighting Witch Hunters to include a free Psyker so that the witch hunters had a witch to hunt. There were powers it could be given, and statlines, and FW even made a model based on the artwork for the unit. There was also a mission, and it was particularly suitable for a game against someone using the Psychic Apocalypse unit, but they could be used in regular missions as well.
What agendas involved thwarting psychic powers? Was it just an agenda you succeed at for denying the witch? That sounds about as interesting as the agendas that gave you xp for casting powers. Not my cup of tea, personally.
Sadly, some of them were that simple. But again, having a system opens design space. Perform this action on an objective that you control. Thereafter, units within range of this objective receive +1 to Deny rolls is a cool example of a fluffy Agenda that could only exist in a system that includes Deny rules. It's been a while since I looked at my 9th ed books, but next time I do, I'll keep my eyes open.
There is a whole ecosystem of Lore-based, in universe interactions around psychic powers, and you can't represent that ecosystem of interactions properly when the mechanics used for a psychic power are the same as the mechanics for a gun.
Why? Because the inclusion of anti-psychic fields complicates your argument to the point where it no longer holds water?
Because the things that meaningfully interact with psychic effects like that are few and far between. We're mostly talking about:
* 1 type of assassin
* Sisters of Silence
* Depending on the edition, sisters of battle.
Part of the problem here is that when you said "anti-psychic field" you were taking only about Blanks, and I lumped Deny in with it, since it is an anti-psychic ability even if it's not a field. The rules for Blanks in previous editions integrated with the psychic rules. The rules for Blanks in 10th are not as good because there are no dedicated core psychic rules for them to integrate with.
And if we DO include Deny? That opens up fourth category of folks affected: all psykers. That takes the number of factions with the potential to interact with these rules to all but 3 I think? Drukhari (though not true if the Drukhari army in question includes Voidscarred Corairs, or if those Drukhari are part of a Ynarri army), Tau and Necrons. Custodes and Admech only interact with Deny if they bring some IA.
Now you can make a case for wanting those units to have more potent anti-psychic rules than they currently do, but we probably don't need a universal subsystem that impacts every army with a psyker just to support the gimmick of a 1.5 factions and an assassin. Just like we don't need a universal subsystem for admech doing computer stuff.
Again, the rules for blanks didn't have a system of their own; they were interactions with the rules that governed the use of psychic powers. Blanks, much like Psychic Missions, Psychic battle honours, psychic Theatre of War rules ALL require a psychic system to interact with in order to provide universal ways to modify abilities that have radically different battlefield effects.
The stronger those core psychic rules, the more interesting the rules for Blanks, Missions, and Battle honours can be.
I think this is all addressed above. We agree that customization is good. There's nothing stopping 10th edition from having psyker-related actions, agendas, or objectives.
There's nothing stopping them from exiting, but the lack of a dedicated system governing psychic abilities does prevent such rules from being as interesting as they could be, because every time one of those rules wants to interact with a psychic power, it has to either work with a weapon profile, a save or a datacard ability rather than interacting with a psychic power. Agendas, actions, missions and objectives are better with a psychic system that provides design space for them.
Just make powers a wargear option. Preferably the same way it worked in 3rd-5th where you just pay points for whichever powers you take, but you could also just make it a free swap between one of several options at the start of the game if wargear points are off the table. So at the start of the game, my farseer can choose one of the following: Guide, Doom, Eldritch Storm, etc.
Remember I said you were going to propose an idea that solves 80% of my issues? This is it.
Because guess what? If you do this, a psychic power is no longer an assigned weapon profile, invulnerable save or datacard ability. It's a psychic power chosen from among other psychic powers, which provides an opportunity cost. Now personally, I still want a way for Perils to happen and a way for Deny to happen- acknowledging again that the system should be designed so that strong psykers are less likely to experience this than weak once to maintain lore sensibilities... but even without these two add-on personal preferences, the system that you propose here is LIGHT YEARS ahead of what we have now. Which again is why I am surprised that you appear to advocate for the status quo, rather than advocate for your own superior idea.
You could complicate it from there with strats if you wanted, but that's getting more detailed than necessary for this discussion.
Fair. I've already provided examples above to illustrate that having a dedicated system creates design space.
And you know what? I think that's as far as I need to go. I hope the tone here sounded more like a genuine nerd-to-nerd discussion about different approaches to psychic powers rather than a personal attack. It has become clear that you're not as big a fan of the status quo as I perceived you to be- it's acceptable to you, but you aren't proclaiming it to be the best possible solution either. And you know, as much as I hate it, and will continue complaining about it, I'm also not going to let it stop me from playing some games, so on some level I guess it's acceptable to me too.
Is it fair to say that your position is that the psychic rules of 10th could be improved, while mine is that they should be improved?
This message was edited 2 times. Last update was at 2024/12/13 04:28:48
2024/12/13 04:30:01
Subject: The Grotmas Advent Calendar (Updated Daily!)
A lot of your post boils down to the sentiment here that special powers have cool fluff, so therefore they need to have more complicated game mechanics to make them feel sufficiently dramatic.
Sort of? I suppose you could reduce it to that?
It's more that I think mechanics should, in some way, represent the phenomenon they are meant to express. So for example, you look at a psychic power that confers a ranged attack, has more in common with a mundane weapon than it does with a different psychic power which confers an invulnerable save, or provides an aura. Despite the difference in effect, I believe that these three powers have more in common with each other than each of them does with other similar non-psychic effect. Because for me, what defines a power as psychic is it's "psychicness" not the specific effect that psychicness produces.
That may sound overly philosophical or whatever, but the warp is a theme that permeates the game, and psychic abilities are a part of that theme. I want psychic powers to feel different from weapon profiles because the Imperium could not exist without psychic navigation and communication. Sure, a ranged attack is a ranged attack effect wise, but one of those ranged attacks is empowered by the some phenomenon that allows humans to travel faster than light, or is literally the stuff of daemons, and its psychic nature means that it has more in common with other psychic phenomenon than it does with other ranged attacks, even if a particualr psychic effect IS a ranged attack.
Basically, I think you're overly impressed by this one particular bit of fluff and letting that cloud your judgement on game mechanics.
Oh, I'm down right obsessed with psychic phenomenon as a foundational theme of 40k; I think you're not obsessed enough with it. Warp travel can't happen without it. It had a huge impact on how and why the Heresy played out, entire factions exist because of it and it's thematically foundational to the game in a way that archeotech, or martian tech, or tryranid bio-tech aren't.
At the end of the day, a librarian shooting fire from his fingertips is basically just a flamethrower 99% of the time.
Is explained in more words above: No, at any time of day, 100% of the time, psychically shooting fire from your fingertips has more in common with putting up a psychic forcefield, or psychically conferring a stealth aura the does with shooting a flamethrower, because the latter is not a psychic effect, while the other three are. The effect is but one element of a psychic power- certainly the element that has the greatest impact upon the game, which is why many people do believe it makes sense to treat a ranged psychic attack like a mundane ranged attack, a psychic invulnerable save like one generated by tech and any other power like a datacard ability instead of finding a way to treat all of those things like psychic powers. And I'm not in any way suggesting it has to be complicated, nor am I suggesting that it should be done as it has been in any previous version. It just has to feel like all of those widely varied psychic powers are actually psychic powers rather than feeling like two are weapon profiles, one is a save and the rest are datacard abilities. One of your suggestions, which will get to below, gets us 80% of the way there.
I acknowledge that there can be merit in making an effect "stand out" using a subsystem, not because it improves the gameplay directly but because it can add to the player experience. In the same way that well-designed graphics in a video game can make that game more immersive.
Well there it is right there: that's really all I'm trying to say, and I personally don't believe the current system isn't great because I don't think it does that. So if you can acknowledge that, heck that's great.
However, the way that past editions did this struck me as more unfluffy than fluffy much of the time. While some random unsanctioned human psyker might be at risk of perils'ing hard enough to kill himself and take the local hab block with him, that's just not a thing you generally see librarians and farseers and chaos sorcerers doing.
Past editions certainly weren't perfect either and never claimed otherwise. And perils of the warp as per the mechanics of 9th ed (double sixes) isn't something that generally happens. The mechanics ensure that it's the type of thing that happens only 2.78% of the time. But you see, by having a game where the Perils effect exists creates the design space for a psychic debuff that makes enemies more likely to be affected by perils, or a way for the Psyker to risk more in the casting for a greater effect- perils on double anything rather than just 6's.
If you're trying to recreate a battle from a BL novel,
I'm not. And in fact, I think the idea that this is what rules should do is a bit of a problem, because I think most Black Library writers get it wrong; I think their stories should be more in line with the game, not that the game should be like the stories. Black Library is not 40k; it's the novelization of 40k. It's BASED on a true story... But it is NOT the true story. I don't even consider BL to be fluff.
Ahriman suddenly exploding and killing his nearby allies would feel really out of character.
Well Ahriman isn't just a run of the mill psyker, but don't you think that it makes more sense to give guys like him and Eldrad and Mephiston or whoever immunity, rather than ditching the whole Perils and Deny system with the un-intended consequence that Joe-bob the Rogue psyker who discovered his power 3 days ago can also never suffer Perils or be Denied?
Similarly, I struggle to think of novels where a librarian is suddenly unable to shoot lightning from his hands because another psyker is denying the witch.
Yeah, but see I think that's a flaw in the novel. I think Black Library authors should play more often than they do to remind themselves that these things DO happen in game, and should at least occasionally happen in books. We'll get into why right after this quote:
Denying the witch just isn't a thing psykers are regularly doing to each other in the lore. Nor are librarians regularly failing to shoot lightning in general (i.e. failed psychic tests).
Do you think that if Joe-Bob the Rogue psyker how discovered his powers three days ago casts lightning on Ahriman that it's unfluffy for Ahriman to deny that? Because if you do, in order to make it happen, you need Deny the Witch or something like it. Again, the system exists to provide the design space for effects to occur when they should and to not occur when the shouldn't. A well designed system would make named Psykers, Crusade Psykers of Legendary rank, Chief Librarians and equivalents never suffer Perils and would not allow their powers to be denied by psykers of lesser rank; regular Librarians or Warlocks and Crusaders of Battle Hardened Rank should occasionally risk Perils... Say about 2.78% of the time. Joe-Bob the Rogue Pysker, mortal cultists and green or Blooded Crusaders should suffer perils more often and should expect Librarian level psykers to have a shot at Denying and named Psykers to be immune to them.
That's far more fluffy than "Nobody Perils and Nobody gets Denied" which is what we have.
Failed psychic tests, deny the witch, and perils just didn't really represent the lore very well. I'd be open to a system that *does* represent the lore better, but for now I'd rather be rid of unfluffy mechanics that make it clunkier to resolve effects.
So yes, agreed on failed psychic tests- get rid of them. And no, implementations of Perils and Deny may have felt unfluffy, the lore concept of both Perils and Deny are fundamental principles of psychic ability- especially Perils. They are important enough that a flawed system is better than now system. If perils isn't possible, why does the Hereticus exist?
You don't sound elitist. You just kinda come off as a dick in this post. But I'll refrain from taking further jabs as I respond to the rest of your post.
You can easily design missions for 10th that require psykers to perform actions. We just don't have that in matched play because it's not a good one-size-fits-all mechanic. See: the Ritual from 9th edition. This isn't a problem with how psychic powers work in 10th. It's a desire to add specific secondaries or missions to your games.
True, but again the more robust the psychic system is, the more design space we have to make those missions interesting. Like maybe in a certain zone of the board (ie. proximity to one of the objectives) Perils are more likely to occur for non Chaos psykers to represent the fact that the objective is a powerful chaos relic. Or maybe if you pick up the objective, you can more effectively Deny the Witch. Those mission interactions are easy in a game system where the mechanics for Perils and Deny exist, but in a system where the don't exist, the mission has to contain all the rules.
But choosing your psyker's powers is a different topic from how those powers work.
Mostly. But as soon as you offer a suite of choices to each faction. you might need more design space than "Well, unless it's a weapon profile, a save or a datacard ability, we can't do it."
Not familiar with how this was handled before, but I know that weapon powers can be modified through weapon upgrades in modern Crusade.
Weapon upgrades modify a specific weapon's stats. Psychic Mastery, due to the diversity of psychic power effects can't really do that, so instead it manipulates the system that governs the use of powers- you know an extra power, you can use an extra power per turn, that sorta thing. This made it feel very different from weapons upgrades, so it was really cool when a Psyker might take some weapon upgrades and some Psychic mastery upgrades.
I can't comment on 3rd edition much as I never played it. Are you making the case that psychic powers today should work the way they did in 3rd edition Apoc? Because if so, that's a more specific conversation that I can't really engage in.
Psychic Apocalypse was a rule that allowed an army fighting Witch Hunters to include a free Psyker so that the witch hunters had a witch to hunt. There were powers it could be given, and statlines, and FW even made a model based on the artwork for the unit. There was also a mission, and it was particularly suitable for a game against someone using the Psychic Apocalypse unit, but they could be used in regular missions as well.
What agendas involved thwarting psychic powers? Was it just an agenda you succeed at for denying the witch? That sounds about as interesting as the agendas that gave you xp for casting powers. Not my cup of tea, personally.
Sadly, some of them were that simple. But again, having a system opens design space. Perform this action on an objective that you control. Thereafter, units within range of this objective receive +1 to Deny rolls is a cool example of a fluffy Agenda that could only exist in a system that includes Deny rules. It's been a while since I looked at my 9th ed books, but next time I do, I'll keep my eyes open.
Because the things that meaningfully interact with psychic effects like that are few and far between. We're mostly talking about:
* 1 type of assassin
* Sisters of Silence
* Depending on the edition, sisters of battle.
Part of the problem here is that when you said "anti-psychic field" you were taking only about Blanks, and I lumped Deny in with it, since it is an anti-psychic ability even if it's not a field. The rules for Blanks in previous editions integrated with the psychic rules. The rules for Blanks in 10th are not as good because there are no dedicated core psychic rules for them to integrate with.
And if we DO include Deny? That opens up fourth category of folks affected: all psykers. That takes the number of factions with the potential to interact with these rules to all but 3 I think? Drukhari (though not true if the Drukhari army in question includes Voidscarred Corairs, or if those Drukhari are part of a Ynarri army), Tau and Necrons. Custodes and Admech only interact with Deny if they bring some IA.
Now you can make a case for wanting those units to have more potent anti-psychic rules than they currently do, but we probably don't need a universal subsystem that impacts every army with a psyker just to support the gimmick of a 1.5 factions and an assassin. Just like we don't need a universal subsystem for admech doing computer stuff.
Again, the rules for blanks didn't have a system of their own; they were interactions with the rules that governed the use of psychic powers. Blanks, much like Psychic Missions, Psychic battle honours, psychic Theatre of War rules ALL require a psychic system to interact with in order to provide universal ways to modify abilities that have radically different battlefield effects.
The stronger those core psychic rules, the more interesting the rules for Blanks, Missions, and Battle honours can be.
I think this is all addressed above. We agree that customization is good. There's nothing stopping 10th edition from having psyker-related actions, agendas, or objectives.
There's nothing stopping them from exiting, but the lack of a dedicated system governing psychic abilities does prevent such rules from being as interesting as they could be, because every time one of those rules wants to interact with a psychic power, it has to either work with a weapon profile, a save or a datacard ability rather than interacting with a psychic power. Agendas, actions, missions and objectives are better with a psychic system that provides design space for them.
Just make powers a wargear option. Preferably the same way it worked in 3rd-5th where you just pay points for whichever powers you take, but you could also just make it a free swap between one of several options at the start of the game if wargear points are off the table. So at the start of the game, my farseer can choose one of the following: Guide, Doom, Eldritch Storm, etc.
Remember I said you were going to propose an idea that solves 80% of my issues? This is it.
Because guess what? If you do this, a psychic power is no longer an assigned weapon profile, invulnerable save or datacard ability. It's a psychic power chosen from among other psychic powers, which provides an opportunity cost. Now personally, I still want a way for Perils to happen and a way for Deny to happen- acknowledging again that the system should be designed so that strong psykers are less likely to experience this than weak once to maintain lore sensibilities... but even without these two add-on personal preferences, the system that you propose here is LIGHT YEARS ahead of what we have now. Which again is why I am surprised that you appear to advocate for the status quo, rather than advocate for your own superior idea.
You could complicate it from there with strats if you wanted, but that's getting more detailed than necessary for this discussion.
Fair. I've already provided examples above to illustrate that having a dedicated system creates design space.
And you know what? I think that's as far as I need to go. I hope the tone here sounded more like a genuine nerd-to-nerd discussion about different approaches to psychic powers rather than a personal attack. It has become clear that you're not as big a fan of the status quo as I perceived you to be- it's acceptable to you, but you aren't proclaiming it to be the best possible solution either. And you know, as much as I hate it, and will continue complaining about it, I'm also not going to let it stop me from playing some games, so on some level I guess it's acceptable to me too.
Is it fair to say that your position is that the psychic rules of 10th could be improved, while mine is that they should be improved?
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