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Story Hour
Dark Sun 3E Story Hour: Sands of Blood (updated 9/20)
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<blockquote data-quote="Spatula" data-source="post: 1608895" data-attributes="member: 2198"><p>And the player is very into it, too. He's got the glossary from Thri-Kreen of Athas printed out to use at the table and everything. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>(Psi)SeveredHead, I was wondering what your opinion is of the <em>energy missile</em> power (beyond the DC issue, which I understand is being errata'd), since it seems like you've been involved in playtesting pretty much every WOTC & Malhavoc psi book. As you may have noticed, the group has two kineticists. We're starting at 3rd level, and both players took <em>energy missile</em> as one of their 2nd-level powers, and used it it to great effect in the first session (to the point where the duo killed almost everything themselves; they were subsequently dubbed "Shock and Thaw", as one always used electricity and the other used cold). Part of it was my fault for not spreading the enemies out more, but even so, doing 3d6+3 damage at Medium range to 5 targets at 3rd level seems like a lot. And if there was only one kineticist, it probably wouldn't have been as noticeable, but with two... Anyway, I was thinking of changing it to be 2 missiles instead of 5, extra missiles available through augmentation at 2 PP per. Do you have any thoughts on the power as it's written in the XPH?</p></blockquote><p></p>
[QUOTE="Spatula, post: 1608895, member: 2198"] And the player is very into it, too. He's got the glossary from Thri-Kreen of Athas printed out to use at the table and everything. :) (Psi)SeveredHead, I was wondering what your opinion is of the [i]energy missile[/i] power (beyond the DC issue, which I understand is being errata'd), since it seems like you've been involved in playtesting pretty much every WOTC & Malhavoc psi book. As you may have noticed, the group has two kineticists. We're starting at 3rd level, and both players took [i]energy missile[/i] as one of their 2nd-level powers, and used it it to great effect in the first session (to the point where the duo killed almost everything themselves; they were subsequently dubbed "Shock and Thaw", as one always used electricity and the other used cold). Part of it was my fault for not spreading the enemies out more, but even so, doing 3d6+3 damage at Medium range to 5 targets at 3rd level seems like a lot. And if there was only one kineticist, it probably wouldn't have been as noticeable, but with two... Anyway, I was thinking of changing it to be 2 missiles instead of 5, extra missiles available through augmentation at 2 PP per. Do you have any thoughts on the power as it's written in the XPH? [/QUOTE]
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Dark Sun 3E Story Hour: Sands of Blood (updated 9/20)
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