So I'm preparing a post-zombie apocalyptic campaign, which so far my players are really into it. In the campaign there a race of ghouls (Darakhul, lifted from Kobold Press) who descended from Tareks/ Grimlokcs during the "End times" and inherited that races master of earth magic and psionics. I was going over the Tarek Psionic abilities from 2e and one of them doesn't make sense to me, and I was wondering if anyone could make sense of this.
"Combat Mind: This power gives the user an unusually keen understanding of his enemies and their fighting tactics. As a result, the user's side gains a -1 bonus to all initiative rolls during combat for every round the power is in effect. This bonus is in addition to any other modifiers that may apply."
It seems straight forward, but it was my general understanding that higher initiative rolls were better.
So I'm preparing a post-zombie apocalyptic campaign, which so far my players are really into it. In the campaign there a race of ghouls (Darakhul, lifted from Kobold Press) who descended from Tareks/ Grimlokcs during the "End times" and inherited that races master of earth magic and psionics. I was going over the Tarek Psionic abilities from 2e and one of them doesn't make sense to me, and I was wondering if anyone could make sense of this.
"Combat Mind: This power gives the user an unusually keen understanding of his enemies and their fighting tactics. As a result, the user's side gains a -1 bonus to all initiative rolls during combat for every round the power is in effect. This bonus is in addition to any other modifiers that may apply."
It seems straight forward, but it was my general understanding that higher initiative rolls were better.
It's my understanding that in 2E, lower numbers were better (hence the text about getting a "bonus". Having an AC in minus figures was a good thing, as from what I gathered from Baldur's Gate, the calculation to hit was "Attacker's ThAC0 - Defender's AC = [minimum number on the dice required to hit]." ThAC0 being "To Hit Armour Class Zero".
Psionics in 2E were weird in general, so don't let the old rules stop you from homebrewing. In this instance, a 5E Psionic could get a +1 bonus to initiative, or more if you wanted to buff it.
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Zero is the most important number in D&D: Session Zero sets the boundaries and the tone; Rule Zero dictates the Dungeon Master (DM) is the final arbiter; and Zero D&D is better than Bad D&D.
"Let us speak plainly now, and in earnest, for words mean little without the weight of conviction."
Yeah, so lower numbers weren't just all around better. We still wanted to roll high.
In 2e, AC did go lower as it improved, but used a 10 AC for an unarmored human with no dex bonus, just as we do today. Therefore an 8 AC in 2e would be a 12 AC in 3e and later, e.g. and, since both systems use a d20 for the attack roll, the only difference is counting up from 10 instead of down.
The "d20 system" was an innovation of 3e, though. In earlier versions, some of the things that now use a d20 roll did not. Initiative, e.g., was a count up, so lower numbers were earlier, but we rolled a d10 for initiative, so I would suggest that for your conversion you should make the power give a +2 to initiative rolls.
you absolutely will want to take the flavor of many devotions like 'combat mind' or 'danger sense' and instead convert it into cantrips or just a straight +1 to something. looking forward to devotions like 'adrenaline control' and 'biofeedback' i think cantrips as reactions would be a fun conversion. if cantrips, then looking at 'body equilibrium' and 'chameleon power,' i'm given to wonder if there should be a concentration check included as well. i'd recommend giving different creatures a small number of individual powers or else they'll all look like water-walking ninjas instead of distinct individuals. psionics is about the customization, i feel.
...then, if you're bored, tack on something like ki/sorcery points adding +1 to whatever effect.
In 2e you rolled a D10 for initiative and it told you the segment you started your action in. So you wanted to roll as low as possible to go as early as possible. To translate that t 5e just flip it - a +1 instead of a -1 (technically it should be a +2 to represent the 10% Boost you got in 2e).
Rollback Post to RevisionRollBack
Wisea$$ DM and Player since 1979.
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So I'm preparing a post-zombie apocalyptic campaign, which so far my players are really into it. In the campaign there a race of ghouls (Darakhul, lifted from Kobold Press) who descended from Tareks/ Grimlokcs during the "End times" and inherited that races master of earth magic and psionics. I was going over the Tarek Psionic abilities from 2e and one of them doesn't make sense to me, and I was wondering if anyone could make sense of this.
"Combat Mind: This power gives the user an unusually keen understanding of his enemies and their fighting tactics. As a result, the user's side gains a -1 bonus to all initiative rolls during combat for every round the power is in effect. This bonus is in addition to any other modifiers that may apply."
It seems straight forward, but it was my general understanding that higher initiative rolls were better.
It's my understanding that in 2E, lower numbers were better (hence the text about getting a "bonus". Having an AC in minus figures was a good thing, as from what I gathered from Baldur's Gate, the calculation to hit was "Attacker's ThAC0 - Defender's AC = [minimum number on the dice required to hit]." ThAC0 being "To Hit Armour Class Zero".
Psionics in 2E were weird in general, so don't let the old rules stop you from homebrewing. In this instance, a 5E Psionic could get a +1 bonus to initiative, or more if you wanted to buff it.
Zero is the most important number in D&D: Session Zero sets the boundaries and the tone; Rule Zero dictates the Dungeon Master (DM) is the final arbiter; and Zero D&D is better than Bad D&D.
"Let us speak plainly now, and in earnest, for words mean little without the weight of conviction."
- The Assemblage of Houses, World of Warcraft
Yeah, so lower numbers weren't just all around better. We still wanted to roll high.
In 2e, AC did go lower as it improved, but used a 10 AC for an unarmored human with no dex bonus, just as we do today. Therefore an 8 AC in 2e would be a 12 AC in 3e and later, e.g. and, since both systems use a d20 for the attack roll, the only difference is counting up from 10 instead of down.
The "d20 system" was an innovation of 3e, though. In earlier versions, some of the things that now use a d20 roll did not. Initiative, e.g., was a count up, so lower numbers were earlier, but we rolled a d10 for initiative, so I would suggest that for your conversion you should make the power give a +2 to initiative rolls.
you absolutely will want to take the flavor of many devotions like 'combat mind' or 'danger sense' and instead convert it into cantrips or just a straight +1 to something. looking forward to devotions like 'adrenaline control' and 'biofeedback' i think cantrips as reactions would be a fun conversion. if cantrips, then looking at 'body equilibrium' and 'chameleon power,' i'm given to wonder if there should be a concentration check included as well. i'd recommend giving different creatures a small number of individual powers or else they'll all look like water-walking ninjas instead of distinct individuals. psionics is about the customization, i feel.
...then, if you're bored, tack on something like ki/sorcery points adding +1 to whatever effect.
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In 2e you rolled a D10 for initiative and it told you the segment you started your action in. So you wanted to roll as low as possible to go as early as possible. To translate that t 5e just flip it - a +1 instead of a -1 (technically it should be a +2 to represent the 10% Boost you got in 2e).
Wisea$$ DM and Player since 1979.