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Re: (TFT) Re: Psionics in GURPS
The rules were written for a campaign centered around
psionics. If people want to play in a campaign where psionics
exist but are not very powerful, then I don't see any reason why
the GM can't make a couple changes.
In my 'low psionics' campaign, there WAS a race
that used the full powered rules. Psionics came much more
naturally to the Genorillii than humans. However the race was
much more peaceful and agreement seeking, the individualistic
humans were at a personal disadvantage but showed much more
initiative as a race.
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> Actually I have used them. But since I was not
>running a psionics campaign, I limited the player power
>to 3 or less, and made all of the things that give bonuses
>very hard to find.
>That's what usually happens, but as a player I find that pretty frustrating
>- "Yes, the rules allow it, but no you can't play it". And as a GM I find
>it equally represenhible - "Yes, it's in the rules, but using the actual
>rules will unbalance my game!". Why not just make the rules balanced
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