From: rramser@dale.ksc.nasa.gov (Rusty Ramser)
Subject: Random PSPs for Psionicists
Summary: Generate random PSPs
Keywords: psionics,PSP
Organization: NASA / Kennedy Space Center
Date: Mon, 25 Jan 1993 17:56:26 GMT


--------------------------------------------------
[ACRONYMS USED]

Acronyms used in the following proposition which
you may not be familiar with (or ones that I've
made up) are listed below:

TCPH     The Complete Psionics Handbook
RPM      Random PSP Method (tm) :)
PSP      Psionic Strength Points

--------------------------------------------------
[INTRODUCTION]

I've developed a random method for determining a
psionicist's PSPs.  The TCPH uses a method which
allows for no random element to the determination
of PSPs.

Something to think about:
"Wouldn't it be awfully boring if every fighter
gained 8hp (plus CON modifiers) at each level,
every cleric gained 6hp at each level, etc.?"

Comments, discussion, debate, criticism, etc.,
of my RPM are welcome.  Flames and harsh criti-
cism are welcome as well, provided the flames deal
with the subject matter I've presented here.
Flames of the nature, "AD&D2 psionics suck, so
your proposition is worthless", are not construc-
tive and will be ignored.

--------------------------------------------------
[ABSTRACT]

The TCPH's method for determining a psionicist's
PSPs has no random element.  A base amount of PSPs
are awarded at each level, along with modifiers
for high INT, WIS, or CON.  Using this method, a
psionicist's PSP total can be calculated for any
given level, (barring an ability score change
which could affect the modifiers).

This method is very unsatisfactory, given the
mechanics established for many other parts of the
AD&D game.  Not all 4th level fighters with a 16
CON have the same hit point total; why should all
psionicists of the same level and identical abi-
lity scores have the same PSP total?  This method
of pre-determination of PSPs takes away from the
player's personal involvement with his PC, and
removes an element of uniqueness between the PC
and other PCs (or NPCs) of his class.

I have developed a method of determining PSPs that
introduces a random element.  The RPM puts the
random element in the player's hands, so the per-
sonal involvement and control of the character's
fate is returned to the player.  The RPM uses a
dice roll that produces a bell curve type distri-
bution of results; this bell curve generated is
centered around the TCPH's PSPs gained at each
level.

Although using RPM offers a player the chance to
greatly exceed the amount of PSPs gained per level
as compared to the TCPH, it also offers the same
chance to fall just as far below the TCPH's PSPs.
However, because the dice rolls produce a bell
curve distribution of numbers, the majority of
rolls will produce a number of PSPs very close to
the number of PSPs set forth in the TCPH.

--------------------------------------------------
[TCPH PSP METHOD]

For those unfamiliar with the TCPH's mechanics for
determining PSPs (or for those who don't have
their TCPHs at hand), the following is a brief
outline of how this is done:

At first level, a PC's starting PSPs are a base
amount (depending on his WIS), and modifiers
(based upon his INT or CON).  Beyond first level,
the PC receives a base of 10 PSPs, plus a modifier
(depending on his WIS).  Table 5, from TCPH page
13, is reproduced below:

   Ability Score   Base Score   Ability Modifier
   -------------   ----------   ----------------
        15             20               0
        16             22              +1
        17             24              +2
        18             26              +3

If a 1st level psi has 16 INT, 18 WIS, and 15 CON,
he receives a total of 27 PSPs (26 base because of
18 WIS, plus 1 modifier for 16 INT).  At 2nd level
this PC would be awarded 12 more PSPs (10 base
plus 2 modifier for 17 WIS).

--------------------------------------------------
[RANDOM PSP METHOD]

The RPM uses a base amount of PSPs awarded at 1st
level (based upon WIS), plus modifiers (based upon
INT or CON), plus the player's random dice roll.
At 2nd level and beyond, there is no base PSP
amount; the amount of PSPs gained is based solely
upon the player's random dice roll plus a modifier
(based only upon WIS).

The random roll for 1st level is 3d4.  For each
INT or CON point above 15, a modifier point is
added to the base and random roll.  Base PSPs
and modifiers for 1st level are awarded as
follows:

  WIS    Base PSPs    |   INT or CON   Modifiers
 -----   ---------    |   ----------   ---------
   15       13        |       16          +1
   16       15        |       17          +2
   17       17        |       18          +3
   18       19        |


For 2nd level and up, the random roll is 4d4.  For
each WIS point above 15, a modifier point is added
to the random roll for the total PSPs attained.

The 1st level random dice roll (3d4) will produce
a possible range of results of 3-12; the average
(or "probable") range (under the center of the
bell curve) is 6-9.  The 2nd level random dice
roll (4d4) will produce a possible range of re-
sults of 4-16; the average (or "probable") range
is 8-12.

--------------------------------------------------
[EXAMPLES]

* Example 1:  PC has minimum ability scores neces-
  sary to become a psionicist.
    + Level 1
       -Under TCPH:  20.base + 0.mod = 20 PSPs
       -Under RPM :  13.base + 0.mod + 3-12.ran
                  => possible range of 16-25
                  => probable range of 19-22
    + Level 2
       -Under TCPH:  20.1st + 10.base + 0.mod = 30
       -Under RPM :  16-25.1st + 0.mod + 4-16.ran
                  => possible range of 20-41
                  => probable range of 27-34

* Example 2:  PC has 16 INT, 18 WIS, and 16 CON.
    + Level 1
       -Under TCPH:  26.base + 2.mod = 28 PSPs
       -Under RPM :  19.base + 2.mod + 3-12.ran
                  => possible range of 24-33
                  => probable range of 27-30
    + Level 2
       -Under TCPH:  28.1st + 10.base + 3.mod = 41
       -Under RPM :  24-33.1st + 3.mod + 4-16.ran
                  => possible range of 31-52
                  => probable range of 38-45

* Example 3:  PC has 18s for INT, WIS, and CON.
    + Level 1
       -Under TCPH:  26.base + 6.mod = 32 PSPs
       -Under RPM :  19.base + 6.mod + 3-12.ran
                  => possible range of 28-37
                  => probable range of 31-34
    + Level 2
       -Under TCPH:  32.1st + 10.base + 3.mod = 45
       -Under RPM :  28-37.1st + 3.mod + 4-16.ran
                  => possible range of 35-58
                  => probable range of 42-49

--------------------------------------------------
[CONCLUSIONS]

The important statistics to note in the above
examples is the "probable range" of each of the
results.  The "possible range" for each may seem
to form a large window around the TCPH result, but
keep in mind that the average rolls will be
"weighted" to the "probable range".  The window
that the probable range forms around the TCPH PSP
total is reasonably tight.

Players have the capability to substantially in-
crease their PC's PSPs above what they could have
been when using the static TCPH rules by a series
of lucky rolls (or by a "soft" DM).  They also
have the chance to drop well below what they might
have received under TCPH.  A player who has gained
more PSPs using the RPM system will be proud of
his PC, just as a player who has rolled a lot of
9s and 10s as hit points for his fighter.  A play-
er who has not been as fortunate will have some-
thing to attain -- a special quest or use of a
wish might be appropriate means of allowing the PC
an increase in PSPs.

In either the extreme cases, or the case of main-
taining relatively close to the same number of
PSPs as the TCPH prescribes, the control of the
PC's advancement is returned to the player.  Level
advancement, new psi power achievement, and PSP
gain now becomes a much more exciting event for
the player.

--------------------------------------------------

+---------------------------------+
| Rusty B. Ramser                 |
| DL-DSD-21                       |
| Kennedy Space Center, FL  32899 |
|                                 |
| rusty-ramser@ksc.nasa.gov       |
+---------------------------------+
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