ARandomGod
First Post
I've got a player in my campaign that I'm going to allow to play a psion. This will be the first psion in this particular group since 3.0, where they decided that psionics was overpowered.
I'm of the opinion that the 3.5 psionics is pretty well balanced, however I know that the guy who's thinking of playing the psion really likes to power-play. I also remember reading a lot of house rules various people have made for the psion, especially the kineticist.
So help me out here, what house-rules suggestions do you have to help fully balance out the psion, especially the kineticist, and to help it so that the group can see this in play and say "wow, that's not as bad as I expected it to be".
I'm of the opinion that the 3.5 psionics is pretty well balanced, however I know that the guy who's thinking of playing the psion really likes to power-play. I also remember reading a lot of house rules various people have made for the psion, especially the kineticist.
So help me out here, what house-rules suggestions do you have to help fully balance out the psion, especially the kineticist, and to help it so that the group can see this in play and say "wow, that's not as bad as I expected it to be".