Nail said:Where is Damp Power? CP?
superkurt13 said:If I were a DM I would pit him against a mage with the Maximize Spell feat. That effectively makes the power useless because the damage is no longer variable, it's now fixed, so Damp has no effect on it.
moritheil said:Also, I don't think your assumption that Damp Power works on spells is necessarily true in all campaigns.
KarinsDad said:Well, it does if the campaign follows RAW.
Regardless of Psion/Magic Transparency (or lack thereof), the power itself states that it affects spells.
balam_br said:One of my players, a 11lvl cerebremancer took this power... we usually play in a permissive environment with "everything WoTC is fine" only banning some well know disruptive rules like FB and divine metamagic....
Ok.. i´m stuck with this guy that is simply ignoring all the blasters that i send to him and his group.
There is something that i have missed in this power? some kind of limits? i can negate a blaster with my immediate actions and still have my standard action to play around... spending just 7 power points.
other GMs have found this power to be a pain or is just me?
wildstarsreach said:Upon reflection, with these types of damage, fire/cold/electrical/acid/sonic, the character becomes almost immune to unfeated spells.
KarinsDad said:Damp Power looks better on paper than it is in reality when compared to Intellect Fortress.
Damp Power is real effective against one spell or power per round. But, that's the problem with it. One per round. Intellect Fortress can protect against multiple spells or powers.
For example: 10D6 Fireball averages 35 points of damage
A Psion with Intellect Fortress takes 17 or 8.
A Psion with Damp Power takes 10 or 5.
So yes, if only one 10th caster level spell is thrown at the Psion, then he takes 3 or 7 average points less of damage with Damp Power than with Intellect Fortress in this case. But, if a second spell is thrown, he takes 5 to 10 more, and if a third one is thrown he takes 13 to 27 more, etc.
Plus, if a Psion uses this in a given round, he cannot use any other swift or immediate action. This is also true for round one of Intellect Fortress, but not for other rounds (and most Psions will probably put more than 7 PP into Intellect Fortress, just to get the multi-round protection).
Plus, Intellect Fortress protects against spells and powers that do not do variable damage, so Maximize does not negate it. And, Intellect Fortress protects against ability damage, even if it is not a variable numeric effect. And, Intellect Fortress will work in a Lesser Globe of Invulnerability (but not a normal one). And, for Warforged Psions like my future one in our next campaign, Intellect Fortress protects against Disable Construct. Damp Power does not.
Damp Power, on the other hand, will work against Orb spells, Intellect Fortress will not. And, Damp Power can be used at 3rd level and only costs 3 PP for the Psion Only protection. And, Damp Power can protect against spells and powers which do not do damage, but have other variable numeric effects.
So sure, Damp Power is a good defense against certain attacks. But, Intellect Fortress is typically better overall. Given a choice between the two, I would take Intellect Fortress for two reasons: I can put it up for more than one round cheaply, and I can have the protection and still use swift or immediate actions in latter rounds. For a Psion, swift and especially immediate actions are important.
Course, this is only true in a transparent Psionic / Magic campaign.
Note: Intellect Fortress can have the downside of protecting the Psions enemies as well, but that is dependent on situation and how tactically well one plays the Psion.
wildstarsreach said:After 11th level, with use of Temporal Accerleration, Damp Power, Energy Adaptation and Intellect fortress extended would be an effective layered defense. Time consuming but attainable.
wildstarsreach said:People have said to use sudden maximize or maximize spells. This could kill the party with excessive use just to challange one character.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.