Originally Posted by Baardvark
I like it. Telekinesis definitely seemed very underwhelming to me, though I know some people found it borderline gamebreaking, mostly because of dumb AI though. Ranged attack is possibly a bit much for a civil ability, as is pickpocketing, though with enough penalty it probably would be fine -- I think there should always be at least a little penalty even with 5+ telekinesis). Like, you could maybe telekinetically pickpocket a key or scroll, but wouldn't be filching a two-handed axe. I also feel like someone seeing an item fly across the room, even if they can't see you directly, should arouse suspicion, but not sure how hard that is to program.


As I said, the ranged attack idea is optional and I would be totally fine if Telekinesis Hand was a 0 Memory skill which - the opposite of Adrenaline - did not work in combat. The only combat utility I suggested was - like the other uses of Telekinesis Hand - just a duplication of left-click functionality; it only allows you to perform a basic melee attack at a range, and at an increased AP cost, making it only situationally useful.

I am also okay with Telekinetic pickpocketing having a -50% penalty at Rank 1 and a -10% at the max Rank 5. I wouldn't worry about suspicion at all, the only time it would come into play are the situations where you can't use normal pickpocketing because the mark is standing in a sightline. In which case adding suspicion would essentially make it impossible to use, and you might as well prohibit long-distance pickpocketing altogether.

Suspicion could also be difficult to program in a reasonable fashion without just being "100% success" or "100% fail". But then again, it should probably be no different than moving owned items across the room using the current implementation of telekinesis, so that's something they'll have to solve anyway.


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Another idea is that telekinesis could be used on characters to shove them short distances (like 3-5m max, maybe costs 2-3 AP, 1-2 turn cooldown or something). Maybe too much combat utility for that though. The combat/civil distinction is a tad arbitrary anyway, given something like bartering can provide massive combat benefits by garnering you better gear, and telekinesis can already be used in combat anyway.


That is another idea, but Telekinesis is a Civil ability so I focused on improvements mostly for non-combat aspects.