New Power: True Reading [Archive] - Wizards Community

Post/Author/DateTimePost
Kanachi

04-06-07, 09:04 PM
I would quite like to create a power that enables my psion to see into the future. Rather than offering any particular bonus (like precognition, offensive) I would like the power to be something less tangible and quite a bit like the sensitivity to psychic impressions power.

Please give your thoughts and comments to help me balance/improve these powers. Thankyou in advance! Oh and very sorry about the large amount of text/errors!!

Thankyou very much to the following for helping make this power much much better! :
cymbolik, Grizzled Gryphon and Zumarai
you all rock!

Foreknowledge

Level: Seer 2
Display: Material, visual
Manifesting time: 1 round
Range: Touch
Target: Target touched
Duration: Concentration (D)
Saving Throw: Will negates (harmless)
Power Resistance: Yes
Power Points: 3, XP

Your feet momentarily lift from the floor as an eerily silent wind washes over your skin, billowing your clothes and hair in an unnatural manner. Your eyes glow intently with a bright flash of colour. After the briefest of moments however a feeling of detachment from your physical being washes over you as your mind drifts beyond the confines of your body and plunges deep into the fibrous coils of time.

When you manifest this power you gain a vision of possible futures that may await the target in question, allowing you to glance into the target’s probable future for as many minutes as you maintain concentration, to a maximum number of rounds equal to your manifester level. These visions are seen in a dream-like state and may often appear in a confusing or abstract manner depending upon both your knowledge and physical bond with the target in question. While contact is maintained both you and the target hover a few feet above the ground, similar to a levitate power. Should both you and the target suddenly start falling, you will instead slowly descend to the ground at 10 feet per round until you are once again a few feet above the ground. Both you and the target are considered to be helpless for the duration of this power.
This power can only target a single living creature. Attempting to manifest this power on constructs, undead or any creature with an intelligence score of less that 1 automatically causes this power to fail.
The manifester is always shown what is perceived to be the most likely future and is also always made aware of how likely that future will be on the following scale:

Destiny: This event, or the majority of events shown, will occur with almost 100% certainty.
Expected: The events, or the majority of those shown, are 75% probable.
Likely: At least some of the shown events have a 50% chance of taking place.
Vague: The events shown, though 25% more probable than any others are by no means certain.

You must maintain physical contact with the target for the entire duration of this power or it will end immediately. When you manifest this power you must decide if you wish the target to see what you do; once this decision is made it can’t be changed.
A successful use of the power might, among other things, tell you what emotions the target may experience, show you what possible actions the target might undertake or events that might happen to the target in the near possible future.

Augment: You can augment this power in one or more of the following ways.

1. If you spend 2 additional power points you can instead use this power to target an object that you hold. The information revealed with this augmentation could be who the item will fall into the possession of, what it might be used for or to what end (good, evil), while strong emotions such as greed, vengeance, justice or sorrow surrounding the objects potential use may also be displayed. An object which is alien to the manifester may yield confusing or nebulous results while an object of a personal nature will likely (but not always) be far easier to read.

2. If you spend 2 additional power points you can instead use this power to target a location that you currently find yourself in or can otherwise see, either via an accurate map or the use of a spell/power similar to remote viewing. You must at least have a rudimentary knowledge of the boundaries of a location. A location may be of any size but must be specifically specified; “this room”, “Barron Van Heltz’s castle” and “the Whisper Woods” are all acceptable locations while “a secret room” is unspecific in many ways and therefore likely to fail. As a great deal of things can happen with a large area in a small period of time its often unlikely that such a use of the power will give any truly specific information and will likely offer only an interpretive overview. Possible information can vary from the likelihood of bandit attacks within the area, to possible locations of traps. The power my even point out the approximate whereabouts of an assassin within a large crowd, a vague depiction of their appearance or at least who the intended target may be.

3. If you spend 2 additional power points you can use this power to target an unwilling target. For every 2 power points spent in this way the save DC of this power increases by 1.

4. If you spend 4 additional power points you are able to see 1 hour into the probable future for every round that you maintain concentration, up to a number of rounds equal to your manifester level. This augmentation increases the XP cost to 100xp for every round of this power’s duration.

5. If you spend 6 additional power points you are no longer considered helpless and can act normally for the duration of this power.

6. If you spend 12 additional power points you are able to see 1 day into the probable future for every round that you maintain concentration, up to a number of rounds equal to your manifester level. This augmentation increases the XP cost to 500xp for every round in this power’s duration.

XP Cost: 25xp per round
Grizzled Gryphon

04-06-07, 09:33 PM
Nice stuff. Would I be remiss to assume that the augmentation of the greater true Seeing allows for additional days, rather than hours? This appears to be the only real error, aside from minor grammar and the like.

Very nice, though. I was always wondering why there weren't any psionic "read the future" powers.

With the fact that these are only possible futures, I see some interesting effects if you do have a manifester with them. One, this is a great way to move the plot along. It gives the DM another nice tool.

However, I see some other issues. One, I would not be surprised if these powers are only taken rarely. Most players will want powers that either make them tougher, or make the enemy weaker. These powers only have the possibility of the latter. In reality, if psionics were real, and I were a psion, I would learn these powers asap. In the game, though, powers that have more direct andimmediate effect will probably be taken first.

Of course, if the Psychic in the group were to find an item that has one of these powers in it, that is a different story altogether. Then, I think you would find more use from these powers. Unfortunately, I see most players taking other powers over these. Unless they are playing an Erudite, then they will be more probable.
Kanachi

04-06-07, 09:56 PM
Nice stuff. Would I be remiss to assume that the augmentation of the greater true Seeing allows for additional days, rather than hours? This appears to be the only real error, aside from minor grammar and the like.

Very nice, though. I was always wondering why there weren't any psionic "read the future" powers.

With the fact that these are only possible futures, I see some interesting effects if you do have a manifester with them. One, this is a great way to move the plot along. It gives the DM another nice tool.

However, I see some other issues. One, I would not be surprised if these powers are only taken rarely. Most players will want powers that either make them tougher, or make the enemy weaker. These powers only have the possibility of the latter. In reality, if psionics were real, and I were a psion, I would learn these powers asap. In the game, though, powers that have more direct andimmediate effect will probably be taken first.

Of course, if the Psychic in the group were to find an item that has one of these powers in it, that is a different story altogether. Then, I think you would find more use from these powers. Unfortunately, I see most players taking other powers over these. Unless they are playing an Erudite, then they will be more probable.

Thankyou! You are correct, greater true readings augmentation is supposed to increase the time foreseen by an additional day not hour. I’ve now changed this.

I’m sure not many players would actually use these powers but they would be interesting if they did exist within a game. I’m really glad you like them at any rate :)
Ozzymandias

04-06-07, 10:11 PM
Excellent power. I would definitely use it as a player. Having information is always a good thing, and one of the reasons that clerics are such a good class is their access to divination spells. Plus the use of this power is a great way for the DM to insert plot information. I especially like the XP cost - it's a nice touch, and generally speaking not too expensive as to prevent anyone from ever using the powers.
Kanachi

04-07-07, 08:05 AM
Thanks! I think an xp cost is required or players may well pester the dm to regularly for visions into the future.

really glad you like this :)
Novabomb

04-07-07, 09:32 PM
The reason future reading powers do not exist is because as a dm it is almost impossible to implement them. Ex:If a character used this on themselves, there is no way for the dm to know what choices the character will make.
Everdreaming

04-07-07, 09:41 PM
I like it. What form, gameplay wise, does seeing into the future take however? Does the DM just tell that charecter possible futures?
Grizzled Gryphon

04-07-07, 10:15 PM
The reason future reading powers do not exist is because as a dm it is almost impossible to implement them. Ex:If a character used this on themselves, there is no way for the dm to know what choices the character will make.

That is entirely true. However, the DM CAN tell him what might happen to them. Sure, you can't predict what the character is actually going to do, but just dwell on what you can predict. Even then, this power only deals in possibilities, not facts. So, if the player is outside the throne room of the Evil Lich-King, and he uses this power to see what will happen to him if he enters, then you can easily depict a fight where the player dies (because the Lich-King is too high a CR for the party), has a very tough fight, but pulls a win in the end (for a chalenging CR appropriate for the party), or goes in there and gut-stomps the undead bastard (because the CR is far lower).

This doesn't make it a fact, though. This is only a probability. As given in the flavor text above, you may only get a very vague idea of what is going to happen, or you might have some really good details.

So, this isn't a real big deal. You can just generalize it anyway.
Kanachi

04-07-07, 10:25 PM
It would be at the DM's prerogative to both decide exactly what information is provided and the level of probability that information would have (through use of the scale).

Because of this scale a DM has a get out clause when providing information about a player. The DM would obviously be unwise to state that any information provided was of "Destiny" status regarding a player character unless it truly was something almost unavoidable.

In general it’s a power that would probably be of more accurate use upon locations, objects and npcs... players with any sense of logic would know that if they seek information with very high levels of probability these subjects are their best bet.

However, don’t forget that information can be abstract or dreamlike in nature and does not literally have to depict things like "you will find the following puzzle and this is how you will solve it".

Let’s look at some possible examples of use:

Say the players come across the devil head from tome of horrors (I think I’m thinking of the right adventure) now if a fellow player announced that they intended to put their hand inside its mouth this power could be used to provide them with a warning not to do so.

The players are at an important ceremony and suspect that someone in the crowd is an assassin who intends to fire a poisoned blow-dart at a key npc ally. Unfortunately however, the ally is unwilling to postpone the ceremony because it is of the utmost importance. This power could potentially guide the players to the general location of the assassin (or provide a description of him).

The players stand before a door within a dungeon which they intend to enter (a possibly very common use of the power). This power may provide warning of any dangers. So if a fire elemental is beyond the door the player may see a vision of a party member being burned, which could lead them to protect themselves against fire and warn the seen player that they may well be targeted first by whatever they encounter.

The power could be used to show possible battlefield tactics of an enemy army which if provided to allied forces may well allow them to formulate some degree of counter.

Ultimately remember that the power is intended to offer some interesting opportunities to add in some strange and intriguing glimpses into both the campaign and other players/npcs. Perhaps the power shows the party’s greedy rouge giving away vast quantities of her wealth (something that the rouge pc and dm had already discussed ahead of time) most uncharacteristically, and who is this cloaked figure she is helping?
Kanachi

04-07-07, 10:27 PM
That is entirely true. However, the DM CAN tell him what might happen to them. Sure, you can't predict what the character is actually going to do, but just dwell on what you can predict. Even then, this power only deals in possibilities, not facts. So, if the player is outside the throne room of the Evil Lich-King, and he uses this power to see what will happen to him if he enters, then you can easily depict a fight where the player dies (because the Lich-King is too high a CR for the party), has a very tough fight, but pulls a win in the end (for a chalenging CR appropriate for the party), or goes in there and gut-stomps the undead bastard (because the CR is far lower).

This doesn't make it a fact, though. This is only a probability. As given in the flavor text above, you may only get a very vague idea of what is going to happen, or you might have some really good details.

So, this isn't a real big deal. You can just generalize it anyway.

lol, you just summed up everything i said far better than i could... and its my own power (how shameful).

Thanks very much!
Grizzled Gryphon

04-07-07, 11:36 PM
Yeah, that is how I roll. Notice how I summed up what you were trying to say before you did? And people say "psionic powers aren't real". Whatever. Well, I am a little low on cash, so I am off to win the Lotto again.
cymbolik

04-10-07, 11:07 AM
Forgive my presumptuousness:

Second Sight
Level: Seer 2
Display: Material, visual
Manifesting time: 1 round
Range: Touch
Target: Target touched
Duration: Concentration (D)
Saving Throw: Will negates (harmless)
Power Resistance: Yes
Power Points: 3, XP

Your feet momentarily lift from the floor as an eerily silent wind washes over your skin, billowing your clothes and hair in an unnatural manner. Your eyes glow intently with a bright flash of colour. After the briefest of moments however a feeling of detachment from your physical being washes over you as your mind drifts beyond the confines of your body and plunges deep into the fibrous coils of time.

When you manifest this power you gain a vision of possible futures that may await the target in question, allowing you to glance into the target’s probable future for as many minutes as you maintain concentration, to a maximum number of minutes equal to your manifester level. These visions are seen in a dream-like state and may often appear in a confusing or abstract manner depending upon both your knowledge and physical bond with the target in question. While contact is maintained both you and the target hover a few feet above the ground, similar to a levitate power. Should both you and the target suddenly start falling, you will instead slowly descend to the ground at 10 feet per round until you are once again a few feet above the ground. Both you and the target are considered to be helpless for the duration of this power.
This power can only target a single living creature. Attempting to manifest this power on constructs, undead or any creature with an intelligence score of less that 1 automatically causes this power to fail.
The manifester is always shown what is perceived to be the most likely future and is also always made aware of how likely that future will be on the following scale:

Destiny: This event, or the majority of events shown, will occur with almost 100% certainty.
Expected: The events, or the majority of those shown, are 75% probable.
Likely: At least some of the shown events have a 50% chance of taking place.
Vague: The events shown, though 25% more probable than any others are by no means certain.

You must maintain physical contact with the target for the entire duration of this power or it will end immediately. When you manifest this power you must decide if you wish the target to see what you do; once this decision is made it can’t be changed.
A successful use of the power might, among other things, tell you what emotions the target may experience, show you what possible actions the target might undertake or events that might happen to the target in the near possible future.

Augment: You can augment this power in one or more of the following ways.
1. If you spend 2 additional power points you can instead use this power to target an object that you hold. The information revealed with this augmentation could be who the item will fall into the possession of, what it might be used for or to what end (good, evil), while strong emotions such as greed, vengeance, justice or sorrow surrounding the objects potential use may also be displayed. An object which is alien to the manifester may yield confusing or nebulous results while an object of a personal nature will likely (but not always) be far easier to read.
2. If you spend 2 additional power points you can instead use this power to target a location that you currently find yourself in or can otherwise see, either via an accurate map or the use of a spell/power similar to remote viewing. You must at least have a rudimentary knowledge of the boundaries of a location. A location may be of any size but must be specifically specified; “this room”, “Barron Van Heltz’s castle” and “the Whisper Woods” are all acceptable locations while “a secret room” is unspecific in many ways and therefore likely to fail. As a great deal of things can happen with a large area in a small period of time its often unlikely that such a use of the power will give any truly specific information and will likely offer only an interpretive overview. Possible information can vary from the likelihood of bandit attacks within the area, to possible locations of traps. The power my even point out the approximate whereabouts of an assassin within a large crowd, a vague depiction of their appearance or at least who the intended target may be.
3. If you spend 2 additional power points you can use this power to target an unwilling target. For every 2 power points spent in this way the save DC of this power increases by 1.
4. If you spend 4 additional power points you are able to see 1 hour into the probable future for every round that you maintain concentration, up to a number of rounds equal to your manifester level. This augmentation increases the XP cost to 100xp for every round of this power’s duration.
5. If you spend 6 additional power points you are no longer considered helpless and can act normally for the duration of this power.
6. If you spend 12 additional power points you are able to see 1 day into the probable future for every round that you maintain concentration, up to a number of rounds equal to your manifester level. This augmentation increases the XP cost to 500xp for every round in this power’s duration.
XP Cost: 25xp per round
Kanachi

04-10-07, 09:03 PM
Forgive my presumptuousness:

No problem!

I like your version a lot as it both simplifies and unifies all my original ideas. Thank you very much for making something that I at least consider to be an improvement :)

I'm not sure about the name you’re proposing for the power however. Maybe we could come up with something else instead? How about.... Foreknowledge, Premonition or presentiment?
Grizzled Gryphon

04-10-07, 09:41 PM
There is something else about his idea that is nice, too. There aren't any 'greater' or 'lesser' versions of any powers, as they are just augmentable. So, his version is more in line with psionic powers in general.

Not saying that your versions are bad, mind you, just this is more the style.

Not sure how you want to do the names, though. The origonal was fine, and the remake is fine.

Personally, though, I like Foresight. Second Sight sounds more like a scrying type power, and True Reading sounds like a version of Identify, only you could tell who owned it, who used it last for what, or for an area, what happened here X amount of time ago, who was here, etc.

So, maybe you could whip up those powers, huh?

Here is another possible name, too. Destiny Sight.

There, I contributed.
cymbolik

04-11-07, 06:42 AM
I'm glad you like it. Was worried I was overstepping the line.

I'm of the belief that, since we're limited to a number of powers known, and because the psionic system allows scaling through augmentation, there should never be a lesser or greater version of any psionic power, ever. That makes powers like concealing amorpha and concealing amorpha, greater a set of powers that should really be amalgamated into augments of each other.

The name was just thrown in there as a suggestion. At its core this is still your power, so the decision on a naming convention is entirely your choice. I tried to use as much of your original text as I possibly could, with a few variations/edits here and there so that it didn't seem like I was hijacking your idea.

Anyway, I've directed my DM to this thread so that he can have a look at the power. Between the 4 of us we should be able to iron out the remaining chinks.
Zumarai

04-11-07, 06:52 AM
I'm of the belief that, since we're limited to a number of powers known, and because the psionic system allows scaling through augmentation, there should never be a lesser or greater version of any psionic power, ever.


Absolutely.

Will mull over this power tonight.
Kanachi

04-11-07, 10:43 AM
That would be ace! thanks for all your help guys.

Also please don’t worry, I’m not really clingy about the ideas I come up with so don’t worry about posting your own takes on the power (especially if like your example they are actually better than the original in every way! lol). It’s just nice that we can all develop a really interesting roleplaying/flavourful power with some dynamic in-game uses to boot.

I think that while such a power would not be everyone’s style (or even suit the way in which a lot of DM’s like their games run) it would defiantly fit some builds, NPC’s and worlds to a T!
Grizzled Gryphon

04-11-07, 08:22 PM
You are correct, sir. This power already is available in my world. I even have a Dorje with the power in it in a hoard the party will find soon.

I have been proven wrong. I forgot about Concealing Amorpha, and the Greater version. I agree, though, they should be grouped into a single power.
Zumarai

04-12-07, 04:25 AM
Am I correct in changing the bolded below in the power description? I changed "a maximum number of minutes" to "a maximum number of rounds". Otherwise as written you would have to concentrate for 10 minutes to see 10 minutes into someone's future?

I also thought of some alternate names for the power – Temporal Foresight/Temporal Reading.

I do think we could clean up the grammar/syntax to make exactly what you can do with this power more clear. I'm still working on some ideas.



Second Sight/Temporal Foresight/Temporal Reading
Level: Seer 2
Display: Material, visual
Manifesting time: 1 round
Range: Touch
Target: Target touched
Duration: Concentration (D)
Saving Throw: Will negates (harmless)
Power Resistance: Yes
Power Points: 3, XP

Your feet momentarily lift from the floor as an eerily silent wind washes over your skin, billowing your clothes and hair in an unnatural manner. Your eyes glow intently with a bright flash of colour. After the briefest of moments however a feeling of detachment from your physical being washes over you as your mind drifts beyond the confines of your body and plunges deep into the fibrous coils of time.

When you manifest this power you gain a vision of possible futures that may await the target in question, allowing you to glance into the target’s probable future for as many minutes as you maintain concentration, to a maximum number of rounds equal to your manifester level. These visions are seen in a dream-like state and may often appear in a confusing or abstract manner depending upon both your knowledge and physical bond with the target in question. While contact is maintained both you and the target hover a few feet above the ground, similar to a levitate power. Should both you and the target suddenly start falling, you will instead slowly descend to the ground at 10 feet per round until you are once again a few feet above the ground. Both you and the target are considered to be helpless for the duration of this power.
This power can only target a single living creature. Attempting to manifest this power on constructs, undead or any creature with an intelligence score of less that 1 automatically causes this power to fail.
The manifester is always shown what is perceived to be the most likely future and is also always made aware of how likely that future will be on the following scale:

Destiny: This event, or the majority of events shown, will occur with almost 100% certainty.
Expected: The events, or the majority of those shown, are 75% probable.
Likely: At least some of the shown events have a 50% chance of taking place.
Vague: The events shown, though 25% more probable than any others are by no means certain.

You must maintain physical contact with the target for the entire duration of this power or it will end immediately. When you manifest this power you must decide if you wish the target to see what you do; once this decision is made it can’t be changed.
A successful use of the power might, among other things, tell you what emotions the target may experience, show you what possible actions the target might undertake or events that might happen to the target in the near possible future.

Augment: You can augment this power in one or more of the following ways.
1. If you spend 2 additional power points you can instead use this power to target an object that you hold. The information revealed with this augmentation could be who the item will fall into the possession of, what it might be used for or to what end (good, evil), while strong emotions such as greed, vengeance, justice or sorrow surrounding the objects potential use may also be displayed. An object which is alien to the manifester may yield confusing or nebulous results while an object of a personal nature will likely (but not always) be far easier to read.
2. If you spend 2 additional power points you can instead use this power to target a location that you currently find yourself in or can otherwise see, either via an accurate map or the use of a spell/power similar to remote viewing. You must at least have a rudimentary knowledge of the boundaries of a location. A location may be of any size but must be specifically specified; “this room”, “Barron Van Heltz’s castle” and “the Whisper Woods” are all acceptable locations while “a secret room” is unspecific in many ways and therefore likely to fail. As a great deal of things can happen with a large area in a small period of time its often unlikely that such a use of the power will give any truly specific information and will likely offer only an interpretive overview. Possible information can vary from the likelihood of bandit attacks within the area, to possible locations of traps. The power my even point out the approximate whereabouts of an assassin within a large crowd, a vague depiction of their appearance or at least who the intended target may be.
3. If you spend 2 additional power points you can use this power to target an unwilling target. For every 2 power points spent in this way the save DC of this power increases by 1.
4. If you spend 4 additional power points you are able to see 1 hour into the probable future for every round that you maintain concentration, up to a number of rounds equal to your manifester level. This augmentation increases the XP cost to 100xp for every round of this power’s duration.
5. If you spend 6 additional power points you are no longer considered helpless and can act normally for the duration of this power.
6. If you spend 12 additional power points you are able to see 1 day into the probable future for every round that you maintain concentration, up to a number of rounds equal to your manifester level. This augmentation increases the XP cost to 500xp for every round in this power’s duration.
XP Cost: 25xp per round
cymbolik

04-12-07, 06:13 AM
Yes. I made a mistake. You should punish me. You'd be right to do it.
;)

Shall we look it over on the weekend?

At this rate, given probability theory, power struggle and this power (until a final decision is made about the name), plus the psychic knowledge variant presented in yesterday's expanded classes feature, will you be able to cope with all the off-the-cuff divinations, Zu?
Zumarai

04-12-07, 07:05 AM
1.) Yes. I made a mistake. You should punish me. You'd be right to do it.
;)

2.) Shall we look it over on the weekend?

3.) At this rate, given probability theory, power struggle and this power (until a final decision is made about the name), plus the psychic knowledge variant presented in yesterday's expanded classes feature, will you be able to cope with all the off-the-cuff divinations, Zu?

1.) Well, I guess I should spank your bottom blue?

2.) Absolutely

3.) *silent wimper* If I can deal with clairvoyant sense, I can take anything!
cymbolik

04-12-07, 07:28 AM
Go on then.

Right, so if you folks could hold on until Monday Zu and I should have a streamlined version ready for posting.

Yes, but you already hate the fact that I use it as frequently as I do.
Can you imagine me wanting to see days ahead? because you know I'll want to.
;)
Zumarai

04-12-07, 07:32 AM
Yes, but you already hate the fact that I use it as frequently as I do.
Can you imagine me wanting to see days ahead? because you know I'll want to.
;)

*curls up in foetal position sucking thumb*
cymbolik

04-12-07, 07:47 AM
*curls up in foetal position sucking thumb*
And don't you forget about this conversation the next time you decide to use your vile drow chaos monks against us.
Zumarai

04-12-07, 08:23 AM
And don't you forget about this conversation the next time you decide to use your vile drow chaos monks against us.

Oh, come on, they're charming.
Kanachi

04-12-07, 06:49 PM
Hiya guys, thanks for all your work so far! Really glad you like the power!

With your permission I’d like to re-post your power at the top of the forum (replacing my old one) so people can see the latest version of what we have when they enter the thread. I'll probably call it Foreknowledge as well (it’s probably the most suitable name).

That ok?

Thanks once again!
Kanachi

04-12-07, 07:44 PM
Oh and I would probably get rid of the percentages used within the scale as really nothing the power offers should be considered scientific in nature. Imagine players saying “well that outcome turned out to be far less likely than the 75% chance you quoted me”… its better to just leave the scale as a word only statement which the player must judge, gauge and estimate for themselves.
Grizzled Gryphon

04-12-07, 07:53 PM
Oh and I would probably get rid of the percentages used within the scale as really nothing the power offers should be considered scientific in nature. Imagine players saying “well that outcome turned out to be far less likely than the 75% chance you quoted me”… its better to just leave the scale as a word only statement which the player must judge, gauge and estimate for themselves.

Very good idea. That leaves it 'vague' enough that the players can't complain.

Zumaria, I sincerelly hope that Cymbolik is a girl. Or that you are. Because, one guy spanking another guy is just... wrong.
Zumarai

04-13-07, 05:02 AM
Zumaria, I sincerelly hope that Cymbolik is a girl. Or that you are. Because, one guy spanking another guy is just... wrong.

Not over here in Europe, but I guess we're a little more open minded…

And who are you tell us what's wrong? We were kidding anyway, but that's besides the point

Don't run away from your feelings!
cymbolik

04-13-07, 06:36 AM
Very good idea. That leaves it 'vague' enough that the players can't complain.

Zumaria, I sincerelly hope that Cymbolik is a girl. Or that you are. Because, one guy spanking another guy is just... wrong.
Because slapping him on his behind when he's scored a touch-down is so much more manly...
cymbolik

04-13-07, 06:36 AM
Go right ahead and copy-paste to your heart's content.

The only reason I put in percentages is so that the scale would be less vague to the DM.
At the end of the day the DM is the one who has to relate probable events.
As far as the players are concerned, this power only affords them probable outcomes.
As I was explaining to Zumarai earlier, it’s unlikely people will do much to change futures with a favourable outcome. In fact, they’ll try and follow the vision to the letter. This makes room for error, since it becomes more like a script and if one actor mucks up a line, the entire scene changes to accommodate it, because in its very nature there is an inherent structure to destiny, one that does not deal well with change.

Conversely, if the outcome is unfavourable, most players would overcompensate, resulting in another probability shift. For instance, the vision reveals that the lich will place a gem in the statue, activating a massive cataclysm. In their efforts to stop the lich, however, they lose focus and allow one of the lich’s henchmen to escape with his phylactery, something they couldn’t have foreseen, since the lich in the vision was never killed.

In that sense time, especially probability, is very much a tool the DM can use to advance plots. Most DMs just aren’t prepared for it.
Steely_Dan

04-13-07, 06:43 AM
Because slapping him on his behind when he's scored a touch-down is so much more manly...

…Or when he's made a Home Run…

"Good job, Bing!"
Steely_Dan

04-13-07, 06:47 AM
In that sense time, especially probability, is very much a tool the DM can use to advance plots. Most DMs just aren’t prepared for it.

*low electric hum of light sabre*

"Let's see how well, you...handle it?"
Kanachi

04-14-07, 07:57 AM
I've edited the first post to show the updated power

thankyou everyone for your help so far with this :)