I have started to play a Psion in one of the games I'm in (LV 4, Kineticist for those who care). My general impression of the class is that it is like a 3.0 Sorcerer, using a point-based system, with a different spell list with somewhat more flexible spells.
One of the problems I had with playing a 3.0 Sorcerer was that there were several spells that were overpowered. By overpowered, I mean that there was a significant difference in the power of the character whether I used that spell or another one of the same level. The worst of the bunch was Time Stop, which we patched multiple times, and eventually banned from our game.
By now, I figure that some of you have gotten quite a bit of play time with the XPH (or the 3.5 SRD Psionics) rules. I would appreciate it if you'd help me detect the more problematic effects. Here are my guesses:
These look Very strong (e.g. Time Stop):
Temporal Aceleration - This s a weakened Time Stop, as a LV 6 spell. Augmented once, it seems nearly the same power as the 3.5 Time Stop. Unfortuantely, it can be augmented more than once.
Metamorphisis - This seems to be a strong, personal version of Polymorph. The problem is that Metamorphic Transfer allows you to evade an important restriction. (of course, one could argue that this is a problem with the feat, not the spell).
Metamorphisis, Greater - This is Shapechange, with an additional benefit or two, and a small XP cost.
Fission - One wishes that (3.0) Haste were so good - the two negative levels for one body is pretty minor compared to doubling your actions, your HP (in the short term), etc.
Timeless Body - It would seem that this would make it difficult to hurt a Psion, barring continual damage.
These just look strong (e.g. 3.0 Haste):
Empathic Transfer, Hostile - This is a 3rd level version of 3.5's Harm, with a side benefit. Even worse, with augmentation, it can be a Mass Harm. The only reason I think it dosen't belong in the "Very Strong" category is that you need to have taken significant damage for a significant effect; that seems a bit difficult at low-mid levels on a d4 HD.
Schism - This appears to be an attempt at creating a balanced personal version of 3.0 Haste. I still think that often there's plenty you can do with an extra power at -6 ML.
Control Flames - This seems to be a magic missile (high effect, minimal cost) for Psions, if it concentrates more on battlefield control than direct damage.
Energy Missile - At high Augmentations, the save DCs can be very high.
Affinity Field - Seems like it could be very nice, if a bit difficult to use. As with most spell lists, there seem to be plenty of low-level powers that could be very nice to share.
Psychic Chirugery - The problem with this is if it's cast by an NPC caster or another party member, it can significantly increase the power selection of any class with Psionic powers. It also seems that its cost being linear (instead of exponential, like most psionic items) suggests that there are points at which it is more cost-effective to use this instead of gain a psionic item with simular properties.
Do you have any suggestions for addtions/removals from these lists?
Do you agree/disagree with any of the above?
One of the problems I had with playing a 3.0 Sorcerer was that there were several spells that were overpowered. By overpowered, I mean that there was a significant difference in the power of the character whether I used that spell or another one of the same level. The worst of the bunch was Time Stop, which we patched multiple times, and eventually banned from our game.
By now, I figure that some of you have gotten quite a bit of play time with the XPH (or the 3.5 SRD Psionics) rules. I would appreciate it if you'd help me detect the more problematic effects. Here are my guesses:
These look Very strong (e.g. Time Stop):
Temporal Aceleration - This s a weakened Time Stop, as a LV 6 spell. Augmented once, it seems nearly the same power as the 3.5 Time Stop. Unfortuantely, it can be augmented more than once.
Metamorphisis - This seems to be a strong, personal version of Polymorph. The problem is that Metamorphic Transfer allows you to evade an important restriction. (of course, one could argue that this is a problem with the feat, not the spell).
Metamorphisis, Greater - This is Shapechange, with an additional benefit or two, and a small XP cost.
Fission - One wishes that (3.0) Haste were so good - the two negative levels for one body is pretty minor compared to doubling your actions, your HP (in the short term), etc.
Timeless Body - It would seem that this would make it difficult to hurt a Psion, barring continual damage.
These just look strong (e.g. 3.0 Haste):
Empathic Transfer, Hostile - This is a 3rd level version of 3.5's Harm, with a side benefit. Even worse, with augmentation, it can be a Mass Harm. The only reason I think it dosen't belong in the "Very Strong" category is that you need to have taken significant damage for a significant effect; that seems a bit difficult at low-mid levels on a d4 HD.
Schism - This appears to be an attempt at creating a balanced personal version of 3.0 Haste. I still think that often there's plenty you can do with an extra power at -6 ML.
Control Flames - This seems to be a magic missile (high effect, minimal cost) for Psions, if it concentrates more on battlefield control than direct damage.
Energy Missile - At high Augmentations, the save DCs can be very high.
Affinity Field - Seems like it could be very nice, if a bit difficult to use. As with most spell lists, there seem to be plenty of low-level powers that could be very nice to share.
Psychic Chirugery - The problem with this is if it's cast by an NPC caster or another party member, it can significantly increase the power selection of any class with Psionic powers. It also seems that its cost being linear (instead of exponential, like most psionic items) suggests that there are points at which it is more cost-effective to use this instead of gain a psionic item with simular properties.
Do you have any suggestions for addtions/removals from these lists?
Do you agree/disagree with any of the above?