Alternatives to Strain (3.5e Variant Rule)

This material is published under the OGL

Alternatives to Strain

The strain caused by psychic skills limits how often characters can use them. Since psychic skills are so draining, higher-level characters (capable of withstanding more nonlethal damage from strain) are capable of using them more often, in addition to possessing higher skill ranks. This is similar to the progression of spellcasters and psions with their special abilities. However, Gamemasters may wish to alter the way psychic abilities work in the campaign, giving them a particular character or style. Some alternatives to the strain rules are given here. GMs should consider their effects carefully before implementing any of them in a campaign that features psychic skills.

Ability Damage
Fatigue Saving Throws
Hit Point Damage
Psychic Energy Points
XP Cost
No Strain



Back to Main Page 3.5e Homebrew Rules Psychic Powers Customizing Psychic Abilities

Open Game Content (place problems on the discussion page).
This is Open Game Content from Advanced Player's Manual. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains OGC from Advanced Player's Manual material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
gollark: Do we need that many warships?
gollark: So 40%. It's a nice number.
gollark: An average of 1/e and 40%.
gollark: I say 40%. We need other things, you realise...
gollark: We can evenly split all the possible research tasks onto the ***SWARM™***, except possibly weapons which can be lower priority.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.