2nd ed to 3rd wild talent nightmare opp [Archive] - Wizards Community

Post/Author/DateTimePost
Mist of Shadows

07-04-05, 02:07 AM
Hi, long story short trying to remake a 2nd ed char that I played. The issue I ran into (And the reason I never converted her.) was that she is a wild talent. So much so that I wouldn't really have enough feats to account for all of the wild talents. Nore enough levels really. I rolled really good and got lucky way back when when rolling for powers. And that had that rule that said you got any prequirements of the power you rolled. So being that I rolled high enough to pick multible powers I picked every one I could find that had multible prereqs. So my char had a lot of powers and points. Sadly that leaves me with issues trying to convert the char. Being that I really don't want to end up with Psonic levels. Cause the character was a wild talent rather then trained. Not sure you guys can help me. The char was a 12th level wizard in 2nd. Any suggestions for how to keep the flavor of the old character would be nice. (Only asking cause our group doesn't play 2nd any more and hasn't for a long time.)
catharz

07-04-05, 02:15 AM
Knowing what the Wild Talents had would help. And yes, you're almost certainly going to be taking psionic levels if you want to model your old character. Wilder would make the most sense, but Warmind and similar might be good too.

If you refuse to take psionic levels, I might have to pull out the "M" word. :smirk:
SigmaJargon

07-04-05, 02:30 AM
If memory serves, wild talent in 2nd ed was rather cool - any character had a small chance based on their stats and other factors to have access to a couple psionic powers and a small pool of pp with which they could be activated. If you rolled really, really, really, REALLY well, you could get a simply absurd amount of psionic power without any sort of investment on your part.

I assume they put that in to let characters have some psionic power, even if they were some other class (2nd ed multiclassing either was set at creation and could not be changed or required being human and very high stats) I don't think it will be possible to have something similar in 3rd ed without taking levels in a psionic class (unless you have your DM come up with varients of the spell-like ability feats in CA, perhaps?)
Mist of Shadows

07-04-05, 02:33 AM
Basically most of the pyscoportive disipline and a few other interesting things like the power that changes one material into another. So all in all a great number of powers. At least 20 and likely more.(Remembers it being a long list typed.) I have the list somewhere on my old computer so I can get it but not till tomorrow. And yeah I know I'll have to take some levels of something.
Mist of Shadows

07-04-05, 02:36 AM
It involved rolling a 01 and a lot of high 90's after that. (And perment frying of the dm's reality centers cause he saw me roll the dice.) And yeah I had enough that a few feats isn't going to cover it.
batstek

07-04-05, 02:49 AM
That sounds really cool, getting access to all those psionic abilities like that...

A question first: Besides the psychoportation powers, what was the character's class / level in 2ed? That would give people a much easier time trying to recreate it.

That being said, I didn't notice anything like that in the XPH simply because it'd be situationally unbalancing. In the same way that many DMs don't make players roll stats because of the chance that one player will roll all 18s, it's like adding a bomb to the system that's statistically bound to go off sooner or later.

If you're the DM of the campaigns usually, there isn't really an issue. Just make the character as close as you could without the powers and slap a template on it for "Wild Talent" that recreates most of its abilities.

As a player, you'd have to mesh Psion/Wilder levels in with the character and stick to Psychoportation powers. How the character actually obtained the powers, be it wild talent or training, is something you can handle with a character background for whichever class you end up with.
catharz

07-04-05, 02:54 AM
Just off the top of my head, I'll reccomend that you try to fit some levels of Psion (Nomad) and Elocater into your build. That sounds like the most economical way to do it.

But ya, knowing your base class would help too: A wizard build is going to look very different than a fighter one.
Mist of Shadows

07-04-05, 02:56 AM
The character was a level 12 wizard in 2nd ed. And yeah some how I really don't think I'm going to get a template that gives all of those powers. So sadly I'm sort of left wondering how to make up the power and such. I mean my only thought is something like the arcane/psionic pcl or something though not real sure how viable that is.
batstek

07-04-05, 03:02 AM
Assuming 12 Wizard in 2ed converts effectively to a ECL12 character in 3.5ED, you could go:

3 Wiz / 3 Nomad / 6 Cerebremancer

I seem to recall that it took longer for wizards to level up, so you may be able to convince a DM to give you a little more in the levels department. 9th level casting for both Wizard and Psion, which isn't too shabby.

Anyway, since the character was based mainly around the wizardry, you could just take a wizard PrC after finishing the Cerebremancer.
Mist of Shadows

07-04-05, 03:24 AM
Yeah still doesn't really come out with the power level or flavor as before. Cause my char used to be able to open worm holes and other fun things. I might try to talk the dm into just letting things stand and updating the powers to 3.5 if they have an upgrade and converting the rest. I mean is that worse balance wise then it was in 2nd?
Corinthians

07-04-05, 03:53 AM
Yeah still doesn't really come out with the power level or flavor as before. Cause my char used to be able to open worm holes and other fun things. I might try to talk the dm into just letting things stand and updating the powers to 3.5 if they have an upgrade and converting the rest. I mean is that worse balance wise then it was in 2nd?



Unless your DM makes up some rules for you, you're just not going to get a bunch of free levels of a psionic class, which with your good rolls, is basically what you got in 2nd ed.
Mist of Shadows

07-04-05, 04:41 AM
Yeah well hense why psionics doesn't transfer very well at all.
catharz

07-04-05, 01:26 PM
Yeah well hense why psionics doesn't transfer very well at all.

OK, I'm think I'm gonna have to start with the personal attacks, you Munchkin you. :P

Just convince your DM to let you start play as a Wizard 2/Wilder 20/Ceremremancer 10, and you'll be at about the right power level.

Here is a hint: '3e' D&D tried to introduce a little thing called 'balance' to the game, at the expense of randomization. It hasn't always been successful, but 3.0e (and especially 3.5e) psionics have been massively more balanced than 2e. I call that an improvement. Yes, there are parts of 2e (and 3.0e) psionics which I would have liked to see retained, and new things which I think are crap. But overall, it gets better.

So my suggestion is that you either suck it up and play a balanced character, play 2e instead, or get your DM to make some broken 'I win at everything' houserules for you.

Or, you could take Cosmopolitain (Use Magic Device) (from the LotGR RPGA campaign standards), Channel charge (LeoF), Item familiar, and have your 'item familiar' be some kind of psicrown in tattoo form. That could work too.
Mist of Shadows

07-04-05, 07:17 PM
*Puts on the I'm a Munchkin t-shirt* On now that that is over with. And yeah I agree that random things weren't really balanced if your dice liked you. But well it's not like life is balanced either. But I think your idea of the wizard psionic is probably the best I'm going to be able to do. And yeah 2nd ed had some nice points. Though I like the skills in 3rd more. And it's not a I win thing. It's trying to figure out how to change a char over. Though I guess the char developement tank might be a better place. Being that they could suggest back story on why the char is less then they were. Or most likely the char rots in the old character bin because there is no way to play her any more. And no I didn't want a I win template. Was just looking for ideas on things. Or suggestions on how to retain the flavor of wild psionics and if any one had tried something like that.

I have to dissagree with you on the psionics are better. (More balanced yes.) But in terms of flavor they might as well be magic. You get certain powers at certain levels and you have a certain amount at each level. And if you use that rule that magic and psionics are alike. In my opinion you might as well just call them all magic and toss the psionic powers into the general pool. There are some differences but for the most part In my opinion they got eaten by the wrym of balance. And lost a lot of their flavor. Shrugs anyways thanks to the people that offered constructive help.