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| #1ultimate_capAug 27, 2010 12:02:20 | Hey All, I have two purposes for this thread. Determining Wild Talents and New Wild Talents. Determining Wild Talents First, I am going to be running a DS game, but one thing I am going to do with Wild Talents is the old school DS approach that they are VERY rare, even among player characters. Thus, with that in mind, what would be a good "random mechanic" for determining if a player has a random talent? I'm open to suggestions on this one. Just curious to see what other ideas folks may have. Even be interested for someone to post the old DS 2e rules for wild talent generation. The method I am currently planning to use it to roll percentile and you gain a random wild talent if the total on the roll is less than your intelligence score. Note: the Wild Talent Feat in the Campaign Guide will either not be used in my game, or will be altered to give you 1 wild talent, and you get to pick what it is (otherise, it's all random). New Wild Talents The next part of this thread is creating NEW wild talents. There are only 10 wild talents given in the campaign book. Surely we can come up with some more. See Wild Talent Powers from the DS Campaign Book for comparison Updated Inital post Aug 30 OK, here is the collected list of ideas so far (least the ones I like/approve of in thier current state). Keep any ideas for new wild talents coming gang and thanks!! Break Object Eye See You Iron Constitution Wild Talent Cantrip Mind over Matter Wild Talent Cantrip Psionic Resonance Wild Talent Cantrip Psychic Eavesdropper Wild Talent Cantrip Root Wild Talent Cantrip Shifting Mind Wild Talent Cantrip Telekenetic Bootstraps Wild Talent Cantrip Telepathic Revival Wild Talent Cantrip Telekinetic Thrust Wild Talent Cantrip
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| #2ultimate_capAug 27, 2010 13:19:44 | OK, here's a couple I came up with based off the existing powers... Telekinetic Thrust Wild Talent Cantrip Telekinetic Draw Wild Talent Cantrip |
| #3teamfireyleaderAug 27, 2010 13:26:59 | Don't post the actual powers, just summaries. However, I think that Psionic Spark's wording allows for one to set a fellow mage's clothes aflame. Or, you know, any flammable clothes. Also, it has other uses for various things to catch fire. In combat as well. Also, Mental Tool seems to be abuseable at the moment. For one, while it cannot attack, nothing says that it cannot be magical, though simple implies it, and it doesn't give boundaries to the task that it is a tool for. For instance, if the task is to open the door in front of you, then it should be able to give you a matching key. Or thieves tools. Preferably a key. Also Object Attraction: opposite of Object Projection. |
| #4ian.thomsonAug 27, 2010 13:41:13 | ... I'd've thought posting the whole section of wild talents verbatim would be against some site rule. |
| #5Wolf505Aug 27, 2010 13:41:17 | Actually, in 2nd Ed Dark Sun every PC had a wild talent, which was rolled randomly. It was only in other campaign settings that it was super rare to have a wild talent. I agree that randomness is a good idea so that people don't just pick powers they can figure out how to min-max and it keeps the "wild" part of wild talents more authentic. I don't think making them any more powerful is really a good idea. Right now they're all situationally useful, but not as ridiculous as they were in 2nd Ed. Anyone ever have a player roll something like Disintegration as a wild power? Whooo boy.... Right now it gives the players the feel that in this setting psionics are more powerful without them being broken. |
| #6teamfireyleaderAug 27, 2010 13:44:54 | Also, CARRIED, not attended. Now I have been informed on the optimisation forum that they are the same thing in combat terms, so I am wrong wither way. However, if there is a way to make something not carried..... like oil that has been thrown on someone. Or namptha, which you then throw (and fast). I'm thinking of Wild Talents in all settings however. |
| #7ultimate_capAug 27, 2010 14:01:27 | Also, CARRIED, not attended. Now I have been informed on the optimisation forum that they are the same thing in combat terms, so I am wrong wither way. However, if there is a way to make something not carried..... like oil that has been thrown on someone. Or namptha, which you then throw (and fast). I'm thinking of Wild Talents in all settings however. Thanks for the discussion. gotta admit, some of those wild talents are on the border of abusive. Going to have to be careful of those. @ Wolf505, you know, your right. They did ALL have some wild talent. Dang, been a while. You know, I'm wondering if wild talents would not have been better off as encounters with minor actions to use. Some of those can be abused pretty easy. Heck, now that I think of it, I may just exclude wild talents all together (they are optional after all). |
| #8teamfireyleaderAug 27, 2010 15:40:02 | I don't know about your game, but things like attacking with cantrips is absolutely okay in mine. A) to be useful the fire trick needs a lot of oil, though oil based paints, a tool for painting and therefore makeable by mental tools, could be used, or similar. B) just make sure they don't do as much damage as at-wills. You're the DM (I assume) and so you state the damage. Should being set on fire deal as much damage as being caught in fire burst? C) If people are attacking with them then they are using their creativity and intellect, and are roleplaying well. Reward them! Its hella fun. My experiences as a DM have included one wizard hell bent on using his cantrips as much as his at-wills. The creativity that came out of it was amazing. Don't give up on these tools of pure win! Also, tools is very loose. Just clarify it in your game and a lot of the abuse is destroyed. This game is fun. Cantrips can make it more so. Wild Talents should do the same. |
| #9Wolf505Aug 27, 2010 15:59:05 | I don't know about your game, but things like attacking with cantrips is absolutely okay in mine. A) to be useful the fire trick needs a lot of oil, though oil based paints, a tool for painting and therefore makeable by mental tools, could be used, or similar. B) just make sure they don't do as much damage as at-wills. You're the DM (I assume) and so you state the damage. Should being set on fire deal as much damage as being caught in fire burst? C) If people are attacking with them then they are using their creativity and intellect, and are roleplaying well. Reward them! Its hella fun. My experiences as a DM have included one wizard hell bent on using his cantrips as much as his at-wills. The creativity that came out of it was amazing. Don't give up on these tools of pure win! I have to agree. If I was playing, instead of running, I'd be very tempted to pick up the Wild Talent Master feat. I'm probably going to house rule that anyone that picks that feat can pick the Wild Talents they get with it instead of rolling randomly like they will for their first one. |
| #10teamfireyleaderAug 27, 2010 16:15:53 | I'd just allow them to pick in the first place. PCs are ridiculously lucky already. They get to pick who they are, which in dark sun isn't always the case, and all of them are freakishly excellent at something. Your average fighter is going to have 12 strength really, but there are PCs running around with 20 at first level. They are the best, and so with this luck on their side, who says that they don't also have the power they want. Statistically it may be unlucky, but PCs are, by their very definition, abnormal. They are the exception. Let them choose. |
| #11ultimate_capAug 27, 2010 16:16:24 | I don't know about your game, but things like attacking with cantrips is absolutely okay in mine. A) to be useful the fire trick needs a lot of oil, though oil based paints, a tool for painting and therefore makeable by mental tools, could be used, or similar. B) just make sure they don't do as much damage as at-wills. You're the DM (I assume) and so you state the damage. Should being set on fire deal as much damage as being caught in fire burst? C) If people are attacking with them then they are using their creativity and intellect, and are roleplaying well. Reward them! Its hella fun. My experiences as a DM have included one wizard hell bent on using his cantrips as much as his at-wills. The creativity that came out of it was amazing. Don't give up on these tools of pure win! Oh yea, I mention maybe not using them as an option, but the fact is, I plan on using them, which leads me to this thread, trying to come up with more of the, so...to get us back on target, here's one a friend of mine submitted via email... Telekenetic Bootstraps Wild Talent Cantrip |
| #12ultimate_capAug 27, 2010 16:41:41 | Here's two more offerings...thoughts? Iron Constitution Wild Talent Cantrip Mind over Matter Wild Talent Cantrip |
| #13teamfireyleaderAug 27, 2010 17:07:23 | Here's two more offerings...thoughts? |
| #14ultimate_capAug 27, 2010 18:56:09 | Here's two more offerings...thoughts? On the first question...for that one roll (assuming you have a minor action to use). On the second...outside of Dark Sun...use 'em. It's your game world ![]() |
| #15teamfireyleaderAug 27, 2010 20:48:21 | I meant that survival days don't exist outside of DS, but then the cloaks that give bonuses to save against sun disease (forgot the name) are useless as well, so... guess it doesn't matter. |
| #16ultimate_capAug 27, 2010 23:14:38 | I meant that survival days don't exist outside of DS, but then the cloaks that give bonuses to save against sun disease (forgot the name) are useless as well, so... guess it doesn't matter. Ah yes, didn't even think about that when I replied, doh!! Sorry! Any other ideas out there for Wild Talents? Or feedback on the ones submitted? |
| #17sirkaikillahAug 27, 2010 23:56:22 | Actually, in 2nd Ed Dark Sun every PC had a wild talent, which was rolled randomly. It was only in other campaign settings that it was super rare to have a wild talent. I agree that randomness is a good idea so that people don't just pick powers they can figure out how to min-max and it keeps the "wild" part of wild talents more authentic. I am going to let my players decide to pick or roll on the table for a wild talent. IMO, if I were born with an innate psionic power, I would grow up learning to maximmize that advantage in what ever career, class, theme or endeavor I take up. Besides some of my players are dedicated power gamers and enjoy min/ max in building Pcs.
I rolled disintergration as a wild talent for a Templar of the Oba Queen, Durius X in a 2e game. I used it every chance I got, as I recall it only worked twice. I was disappointed. In the end, it was more fun to say my pc had disintergration, than it was in actual play. |
| #18ultimate_capAug 28, 2010 17:53:07 | Had another friend offer up this... Thinking back to the old cantrips.... |
| #19SarlaxAug 28, 2010 18:49:01 | Break Object You destroy a small object with a burst of psychic hatred. At Will, Psionic Minor Action, Ranged 5 Target: One unattended, non-magical object weighing 20 pounds or less that you can see. Effect: The object breaks. Paralyze Foe You focus all of your attention on your enemy, rooting it to the ground. At Will, Psionic Standard Action, Ranged 5 Target: One enemy Effect: The enemy loses its normal move action. Psychic Eavesdropper You listen in on the telepathic conversations of others At Will, Psionic Free Action, Personal Trigger: A creature with 10 squares of communicates telepathically. Effect: You know what the creature communicates. |
| #20ultimate_capAug 28, 2010 21:43:42 | Break Object Thanks Sarlax, appreciate the offerings. Some neat ideas there I will certainly take under advisement. |
| #21ultimate_capAug 29, 2010 0:02:11 | OK, check out these two I created based off existing Wizard power cantrips. I tried to keep them "original" in psychic nature and actually had two more that I dropped, because I didn't think they fit the psychic theme well enough (or felt they ventured to far into the arcane arena, and didn't want to step on the wizards toes)... |
| #22ultimate_capAug 29, 2010 0:12:07 | One more offering (yes, the D&D geek juices or flowing tonight! heh, heh). Eye See You
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| #23sinlessAug 29, 2010 2:20:58 | I have come up with an interesting rule on Wild talents that don't break the balance of the game and that my players really like. I have simply made my world have no magic items and have instead given them Wild Talents and the inherent bonuses rule from the DMG2. For instance all players at first level start with 1 wild talent. I use a random magic item generator I found on the internet to pick a 2nd level and 3rd level magic item. I then come up with a Psionic sounding name for powers the item gives and let the characters select which of the 2 powers they want. So for an item like a Floating Lantern, I would rename it Light Manipulation and give the player the At-Will powers described under the item. As the players raise in level they unlock more Psionic powers where they would generally get more magic items. Heroic - Level 1(2-3 level item), 3(4-5 level item), 6 (6-8level item), 8 (9-10 level item) Paragon - Level 11(11-13 level item), 13(14-15 level item), 16 (16-18level item), 8 (19-20 level item) Epic - Level 21(21-23 level item), 23(24-25 level item), 26 (26-28level item), 8 (29-30 level item) The rules for using magic items apply to the player's Psionic abilities. |
| #24ultimate_capAug 29, 2010 9:01:26 | I have come up with an interesting rule on Wild talents that don't break the balance of the game and that my players really like. I have simply made my world have no magic items and have instead given them Wild Talents and the inherent bonuses rule from the DMG2. That's a really interesting concept Sinless. I may have a adopt something similiar. I was already thinking about somethig that would come up every 4 levels, this may was be something I could use to that effect. |
| #25claytoniantombAug 29, 2010 10:47:25 | Yo, posting the copy written stuff ain't cool. |
| #26PennarinAug 29, 2010 12:17:20 | Ulti, you should remove the first post's copy righted material unless you want to be flagged. |
| #27Crimson_ConcertoAug 29, 2010 12:29:55 | Yo, posting the copy written stuff ain't cool. Ulti, you should remove the first post's copy righted material unless you want to be flagged. Could somebody show this to me in the CoC or ToS? I've actually looked for it and couldn't find it... |
| #28ultimate_capAug 29, 2010 14:15:24 | OK, to avoid offending anyone, I removed the Wild Talent stuff from the initial post. Not sure if it "could" or "should" be there or not, but to avoid any concern on the matter, it's removed. Now, back onto a subject that's supposed to be a fun collaberative experience among fellow D&D players...any other submissions or critiques? I came up with a couple of additional ones... Shifting Mind A glimps of the immediate future allows you to act a bit faster At-Will, Psionic Minor Action, Personal Target: Self Effect: When you spend an action point to take an action, you may shift 1 square Stabilizing Mind You channel some of your very essence into a fallen comrade to bring him back from the brink At-Will, Psionic Standard Action, touch Target: 1 target Effect: You spend a healing surge and an unconscious ally goes to 1 Hit Point. |
| #29ultimate_capAug 29, 2010 22:08:32 | Another offering by a friend of mine...
Root |
| #30rotheAug 30, 2010 1:46:52 | I had an idea of a wild talent that can be used to power a silt skimmer (the ones without wheels). |
| #31PennarinAug 30, 2010 2:27:33 | Powers are used in combat, rituals outside of combat. Either shooners/dromonds are levitated by psionic rituals, or exclusively levitated by NPCs, aka plot device land. |
| #32rotheAug 30, 2010 5:14:08 | Well, my point was kind of to have a wild talent that brings the power to levitate them to PC hands if they get the wild talent (or choose it). I don't think there is any explicit need to have all the talents be in "power format". At least then there would be an explanation for why some people can levitate them and others cannot. I think it should be a ritual to build a vessel that can levitate (kind of acts as a power amplifier for the talent), and then you'd just use the talent to steer it around. And my previous use of the word "power" was referring to "supplying power to the craft", not in any way related to the game term "power". |
| #33ultimate_capAug 30, 2010 7:45:40 | I'm intrigued by the idea Rothe. I'll have to read up on that Salt Skimmers and the Sea of Silt, but may see what we can come up with (haven't read that part in the book yet). ;) |
| #34edwin_suAug 30, 2010 12:26:25 | i roled wilf talents for each player and told them what wild talent they had. chosing race and class after that so players could work wit the idea i was born with this talent that led me to that class have a rougue with the power to make small tools, never out of lockpicks |
| #35cudmasterAug 30, 2010 16:30:49 | Well, my point was kind of to have a wild talent that brings the power to levitate them to PC hands if they get the wild talent (or choose it). Eh, I'd say any character with the psionic power source can do it, but I wouldn't let a heroic tier character do it for more than say an hour without having to make endurance checks (and possibly arcana checks just to figure out "what to do"), kind of just an "able to jump in if there is an emergency" kind of thing. You could of course allow certain NPCs with particular wild talents or training do it for longer/easier and even allow this training/power to pcs if you want. In the PP novels Agis seemed to suck at it pretty bad, but Tithian seemed to think it fairly trivial, neither of them had any previous experience and honestly it is a bit of a toss up whether Tithian or Agis was the more powerful psionicist at the time (I'm betting Agis though)... Also Tithian was screwing with Agis while he was trying to float the boat, so maybe that alone explains why Agis was so bad at it. I'd probably call the helm itself a paragon tier (maybe level 16 or so) artifact. And allow any paragon tier character with the psionic power source to float it for an 8 hour shift without problems... calling for endurance checks if they do naval combat (or other stressful stuff) or try to push it past 8 hours. Generally the ships were described as being powered by wind and/or slaves with poles, you could have higher level helms be able to provide propulsion as well... I guess (though I'd say no 25th level psionic helms exist, unless the characters make them). Other similar stuff to consider was the Spelljammer helms that drained spells from the mind of the helmsman, the higher the level, the longer it would power the craft, or the Halruaan airships in forgotten realms, that use magic for lift, but still need sails & wind to actually go anywhere. You could also consider the floating to be a psionic ritual, and the helm to be part of the (reuseable) component cost... and have people use healing surges to power it, an arcana check (or possibly endurance check) would tell you how long the ritual lasts, and thus how long before they have to burn another surge. Could also run it as some sort of Skill Challenge, allowing them to burn healing surges for failed checks (rather than just sinking). |
| #36ultimate_capAug 30, 2010 21:08:32 | I like the Skill Challenge idea cud! I also really like your idea edwin. I think I am going to steal that. May help shape the character, may not, but it's certainly intriguing. Maybe at least roll race first, then pick class after you know your wild talent. Also considering rolling a chance (again, maybe leve then or equal to your int score) to develop a new wild talent every four levels. |
| #37ultimate_capAug 30, 2010 21:24:53 | Here's the list so far (also added to the first post for quick reference). Eye See You Iron Constitution Wild Talent Cantrip Mind over Matter Wild Talent Cantrip Psionic Resonance Wild Talent Cantrip Psychic Eavesdropper Wild Talent Cantrip Root Wild Talent Cantrip Shifting Mind Wild Talent Cantrip Telekenetic Bootstraps Wild Talent Cantrip Telekinetic Thrust Wild Talent Cantrip |