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Let's talk about the psionicist for a minute.
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This page explains the timekeeping model and action economy that Trinity uses.  
  
* Devotions: 30 powers
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If you are familiar with standard d20, some of this page will make sense to you, but a lot of new concepts are presented here to expand the scope of timekeeping beyond combat.
* Sciences: 15 powers
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* Arts: 5 powers
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That list is roughly the number of powers of each grade should be available for each discipline. So... I need to write roughly 300 powers before I'm happy with psionics.
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=Timekeeping and Action Economy=
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The notion of proper timekeeping being a necessary component of tabletop RPGs goes all the way back to Gygax. I find this ironic given that the early editions of D&D largely lacked a sensible timekeeping model and action economy, and the idea of tracking literal minutes in an adventuring day is cumbersome at best and absolutely insane at worst. That said, there is certainly merit to the idea, and - indeed - to accommodate more interesting mechanics that cover more territory than just combat, we need more means of tracking time that aren't annoying.
  
That's... yeah. Probably not going to happen any time soon. But it's something to keep in mind.
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==Combat Time==
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The smallest units of time we track is ''combat time'', which is something of a misnomer because it also covers things like navigating cliffs or other exploration hazards. However, this part of the timekeeping system in Trinity is a legacy holdover from D&D, in which it was used exclusively for combat, so: there it is.
  
OKAY.
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''Combat time'' is tracked in ''rounds'', units of time that cover 6 seconds. Each participant in the encounter (generally) has a ''turn'' in each ''round'', in which they can take a number of ''actions''. Some effects allow characters to have more than one ''turn'', while other effects can cause a character to lose their ''turn''.
  
So... psionics. At the moment very similar to how the Divine works, in that they have their raw powers, all usable at will, and augmentable in some fashion. The differences are:
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===Initiating Combat Time===
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When an encounter occurs, all participants roll ''initiative''. This is d20 + your level bonus + the best of your Dexterity, Intelligence, and Bravery modifiers. Some effects may give you a bonus or penalty to this roll.
  
* All divine prayers require a move action to use. Almost all psionic powers require a standard.
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Once all participants have rolled ''initiative'', play proceeds in order from highest to lowest ''initiative''. Once the participant with the lowest ''initiative'' has taken their ''turn'', the ''round'' ends and a new one begins, starting with the participant with the highest ''initiative''.
* Prayers usually have a set duration of 5 rounds. Almost all powers require concentration to persist.
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* Prayer augmentation just involves making the check harder. Psionic augmentation requires the expenditure of points, a limited daily resource.
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* The best prayers can only be used against willing or weak targets. Psionics has no such limitation.
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* Both prayers and powers require a check to be successful. Psionics can get around this by spending points from a limited daily pool.
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And a bunch of other similarities. Basically it comes down to: psionics is way shittier than the divine. We need to fix that.
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===Combat Action Economy===
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During your ''turn'', there are four primary types of actions you can take: ''full'', ''standard'', ''move'', and ''free''.
  
Hmm.
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On a normal turn, you gain one ''standard'' and one ''move'' action. You can combine one ''standard'' and one ''move'' into a ''full'' action. You can convert a ''standard'' into a ''move''. You can take as many ''free'' actions as you like, within reason (typically three or four at most).
  
==Mode and Focus==
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===Basic Actions in Combat Time===
So here's what I'm kind of thinking at the moment.
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Redo the whole psionic focus thing. Make psionic focus a status effect that psionicists can grant themselves. It does... a thing, whatever.
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===Combat Time at the Table===
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In general, after each of your actions, the DM will acknowledge it and, if appropriate, let you know what the effects of your action were.
  
At the same time, introduce the notion of a "mode." A psionicist can put their head into a mode for each discipline. Each discipline's mode does a different thing, or maybe impacts their powers, whatever... point being that you're always in a mode, but not always having focus. While you're in a mode, it's harder to use powers of other disciplines, somehow.
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Due to the very small timescales involved, the overall situation will generally not change much, though there are exceptions. Combat is fast and fast-paced; in general, you probably won't find it necessary to talk much or analyze the situation too greatly, beyond what's necessary to use your abilities as you see fit.
  
Switching modes should be... something you can do reasonably in-combat. So probably a swift to switch, maybe a move. Yeah, move, then talent it into a swift.
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==Exploration Time==
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One step above ''combat time'' is ''exploration time''. This is an entirely novel concept to Trinity (and is partially imported from ''Journey'', a game system we worked on for several years) and is not in any iteration of D&D, so this is where things start to get weird if you're used to that. This time track is used when exploring a particular location, like a city or a dungeon, but not used for overland travel.
  
Focus is not something you can regain in combat. Focus you something you gain after sitting around concentrating or meditating or whatever for a few minutes. We'll call it one minute: that way, its akin to the caller getting their eikon back.
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''Exploration time'' is tracked in ''hands'' and ''watches''. A ''hand'' is a unit of time that covers roughly 12 minutes, while a ''watch'' covers 20 ''hands'', or 4 hours. So five ''hands'' equal an hour, and six ''watches'' equal a day.
  
Focus does a bunch of good things for you. You want to keep it. But you can burn the focus to do shit. Like... a bunch of basic things you can do with it, then maybe some things based upon your mode, then maybe each power has a thing? Like a... supercharge this thing for a moment.
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The real-world duration of a ''hand'' comes from an interest in codifying the amount of time a ''short rest'' takes, which in D&D 4e, is "about 10 minutes." "Rounding" that up to 12 minutes lets us fit 5 in an hour, which is a good number for multiplying when we try to figure out how many "exploration turns" a day or a few hours consist of.
  
Kind of a lot of accounting, eh? Three things... which mode am I in, do I have focus, how much PP do I have. I guess that's not too much, that's not too bad. Considering what the blue folks have to deal with these days, with tracking the recharge on all their memes... yeah, having those three isn't so bad.
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During a ''hand'', characters are assumed to be taking their actions more or less simultaneously. Thus, while we use ''initiative'' in exploration time, this is primarily for bookkeeping purposes and to ensure that everyone gets to act; during your turn, you only declare actions, you don't get to see their resolution until the end of the ''hand''. Once all characters have declared their actions, those actions are all resolved simultaneously.  
  
Now we need to talk about implementation.
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===Exploration Action Economy===
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During each ''hand'', there are four primary types of actions you can take: ''broad'', ''narrow'', ''traversal'', and ''quick''.
  
{|class="collapsible" width="30%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
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On a normal turn, you gain one ''narrow'' and one ''traversal'' action. You can combine one ''narrow'' and one ''traversal'' into a ''broad'' action. You can convert a ''narrow'' into a ''traversal''. You can take as many ''quick'' actions as you like, within reason (typically three or four at most).
! colspan="1;" style="background:#7D26CD; text-align:center;" align="left"|<div style="margin-left:0px;"><font color="white" style="font-size:12px; font-family:tahoma;">Sidebar: Focus Status</font></div>
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|-style="text-align:left;"
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|Your mind is primed, ready to manipulate the world in ways fitting your current ''mode''. Having this status improves your abilities in a variety of ways; some abilities may allow you to expend this status to improve the effect in some fashion. Changing ''modes'' does not cause you to lose this status, and you retain this status even while unconscious, but the ''dead'' status causes you to lose it.
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|-style="text-align:left;"
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|You can gain this status with one minute of quiet meditation and reflection.
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|}
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You always have a mode. You're never not in a mode; by default, if you go unconscious and lose your mode or whatever, when you come to or first wake up in the day, your mode is your first discipline. It's just how your mind naturally works and what it trends towards. Switching it isn't a big deal, tho, so whatev.
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You don't always have focus. You have to gain it. While you have it, it gives you benefits; you can spend it to get a big burst, but that's essentially going nova: once you do, your shit sucks for the rest of the fight, or until you have time to regain it.
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===Basic Actions in Exploration Time===
  
PPs refresh with rest, and are like... a reserve of power, or whatever. Like an internal battery. Whatever. You can use that shit to fuel things so they're more badass, or so that they work, but their impact should be linear, predictable.
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===Exploration Time at the Table===
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Exploration time is significantly more "fast and loose" than combat time. After the DM describes the results of actions taken during a given ''hand'', you should feel free to discuss with other players what you discovered, if anything, and decide what your next actions will be.
  
Burning focus should have some flash to it. Should be considerably better than just dumping PP into a thing. Or whatever.
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Remember that a ''hand'' represents twelve minutes' worth of actual time. Unless you're being actively stealthy, that gives your characters quite a bit of time to discuss options and what's going on around them.
  
&nbsp;
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==Adventuring Time==
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Above exploration time is ''adventuring time'', which is used to track overland travel.
  
=New Concepts=
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''Adventuring time'' is tracked in ''compasses'' and ''cycles''. A ''compass'' covers about 60 minutes, while a ''cycle'' covers roughly a day, so there are 24 ''compasses'' in a ''cycle''. You might ask - why have a separate term for day? Because some settings might have weird days that last 28 hours or something, and we don't want to make assumptions about the setting.
We got some ideas cookin' over here.
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==Renaming Things==
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I've always hated that three of the six disciplines have the word "psycho" in them. Also, "psychometabolism" is way the hell too science-y for psionics, in my opinion.
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So we're changing them.
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* ''Psychoportation'' is now ''Imagiportation''.
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* ''Psychometabolism'' is now ''Ratiovitality''.
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Psychokinesis can stay.
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==Base Powers==
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Okay, so here's a new idea.
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Psychokinesis right now consists primarily of powers that require telekinesis to be active - for instance, ballistic telekinesis is a power that improves upon the telekinesis. We did this through use of the [telekinetic] descriptor, which... leaves a lot to be desired, but we'll allow it for now.
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So instead of psychokinesis being the odd man out, we instead make ''all'' the disciplines like that. Each discipline has a core power.
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* Clairsentience: Precognition, giving a limited ability to sense the future.
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* Imagiportation: Teleport, as a short-range dimension door effect.
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* Metacreativity: Telefab, the ability to make small objects out of nothing.
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* Psychokinesis: Telekinesis, duh.
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* Ratiovitality: Biofeedback, giving yourself limited control over your body.
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* Telepathy: Telepathy, duh.
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The vast majority of powers - if not all of them - will call upon this base power. Thus the whole maintenance issue goes away: so long as you can maintain the base power, all of the effects off of it can be maintained.
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This also leads to psionics being a "ramping-up" Force: you have to build up each round to the next thing in the chain, rather than going nuts all at once.
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==Grades and Upgrading==
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Rather than have separate powers at each grade - devotion, science, art - each power instead has three grades. When you gain access to a science, you upgrade an existing power, rather than choose an entirely new power.
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Base powers do not have grades. They're just basic powers, scaffolding for other effects; while they can do things on their own, the point of learning new powers is to expand upon them.
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Each grade gets its own set of augmentations with PP.
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Latest revision as of 21:58, 26 March 2017

This page explains the timekeeping model and action economy that Trinity uses.

If you are familiar with standard d20, some of this page will make sense to you, but a lot of new concepts are presented here to expand the scope of timekeeping beyond combat.

Timekeeping and Action Economy

The notion of proper timekeeping being a necessary component of tabletop RPGs goes all the way back to Gygax. I find this ironic given that the early editions of D&D largely lacked a sensible timekeeping model and action economy, and the idea of tracking literal minutes in an adventuring day is cumbersome at best and absolutely insane at worst. That said, there is certainly merit to the idea, and - indeed - to accommodate more interesting mechanics that cover more territory than just combat, we need more means of tracking time that aren't annoying.

Combat Time

The smallest units of time we track is combat time, which is something of a misnomer because it also covers things like navigating cliffs or other exploration hazards. However, this part of the timekeeping system in Trinity is a legacy holdover from D&D, in which it was used exclusively for combat, so: there it is.

Combat time is tracked in rounds, units of time that cover 6 seconds. Each participant in the encounter (generally) has a turn in each round, in which they can take a number of actions. Some effects allow characters to have more than one turn, while other effects can cause a character to lose their turn.

Initiating Combat Time

When an encounter occurs, all participants roll initiative. This is d20 + your level bonus + the best of your Dexterity, Intelligence, and Bravery modifiers. Some effects may give you a bonus or penalty to this roll.

Once all participants have rolled initiative, play proceeds in order from highest to lowest initiative. Once the participant with the lowest initiative has taken their turn, the round ends and a new one begins, starting with the participant with the highest initiative.

Combat Action Economy

During your turn, there are four primary types of actions you can take: full, standard, move, and free.

On a normal turn, you gain one standard and one move action. You can combine one standard and one move into a full action. You can convert a standard into a move. You can take as many free actions as you like, within reason (typically three or four at most).

Basic Actions in Combat Time

Combat Time at the Table

In general, after each of your actions, the DM will acknowledge it and, if appropriate, let you know what the effects of your action were.

Due to the very small timescales involved, the overall situation will generally not change much, though there are exceptions. Combat is fast and fast-paced; in general, you probably won't find it necessary to talk much or analyze the situation too greatly, beyond what's necessary to use your abilities as you see fit.

Exploration Time

One step above combat time is exploration time. This is an entirely novel concept to Trinity (and is partially imported from Journey, a game system we worked on for several years) and is not in any iteration of D&D, so this is where things start to get weird if you're used to that. This time track is used when exploring a particular location, like a city or a dungeon, but not used for overland travel.

Exploration time is tracked in hands and watches. A hand is a unit of time that covers roughly 12 minutes, while a watch covers 20 hands, or 4 hours. So five hands equal an hour, and six watches equal a day.

The real-world duration of a hand comes from an interest in codifying the amount of time a short rest takes, which in D&D 4e, is "about 10 minutes." "Rounding" that up to 12 minutes lets us fit 5 in an hour, which is a good number for multiplying when we try to figure out how many "exploration turns" a day or a few hours consist of.

During a hand, characters are assumed to be taking their actions more or less simultaneously. Thus, while we use initiative in exploration time, this is primarily for bookkeeping purposes and to ensure that everyone gets to act; during your turn, you only declare actions, you don't get to see their resolution until the end of the hand. Once all characters have declared their actions, those actions are all resolved simultaneously.

Exploration Action Economy

During each hand, there are four primary types of actions you can take: broad, narrow, traversal, and quick.

On a normal turn, you gain one narrow and one traversal action. You can combine one narrow and one traversal into a broad action. You can convert a narrow into a traversal. You can take as many quick actions as you like, within reason (typically three or four at most).

Basic Actions in Exploration Time

Exploration Time at the Table

Exploration time is significantly more "fast and loose" than combat time. After the DM describes the results of actions taken during a given hand, you should feel free to discuss with other players what you discovered, if anything, and decide what your next actions will be.

Remember that a hand represents twelve minutes' worth of actual time. Unless you're being actively stealthy, that gives your characters quite a bit of time to discuss options and what's going on around them.

Adventuring Time

Above exploration time is adventuring time, which is used to track overland travel.

Adventuring time is tracked in compasses and cycles. A compass covers about 60 minutes, while a cycle covers roughly a day, so there are 24 compasses in a cycle. You might ask - why have a separate term for day? Because some settings might have weird days that last 28 hours or something, and we don't want to make assumptions about the setting.