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<blockquote data-quote="DemonWolfZero" data-source="post: 1752200" data-attributes="member: 23651"><p>Most of the powers are "For every extra pp spent, you deal an extra d6 of damage. For every 2 dice of damage, the save DC goes up by 1."</p><p></p><p>The best comparison, I feel is in Cone of Cold.</p><p></p><p>10th level Wizard with 20 Int casts Cone of Cold, no metamagic. He deals 10d6 cold damage and his Reflex save DC is 10 + 5(spell level) + 5(Int mod) = 20. A respectable DC.</p><p></p><p>10th level Psion with 20 Int casts Energy Cone (Cold), no metapsionics. He deals 10d6+10 cold damage and his FORTITUDE save DC is 10 + 3(power level) + 3(augmentation) + 5(Int mod) = 21. A slightly more than respectable DC, but if said Psion had chosen to do Electricity damage instead, the damage would have gone back down to 10d6, but the save would go up to a 23. Oh, and it would be Reflex again.</p><p></p><p>DC scaling by pp spent isn't the worst issue. Some of the powers are much bigger issues. Such as Energy Missile. Effectively Magic missile with an energy type. Its save DC goes up per pp spent. That means that a 20th level Kineticist with Energy Missile can make you dance with his missiles that do 20d6 to each of 5 separate targets that will either do +20 points of additional damage, ignore hardness or have a DC 2 higher than base, which btw is 10 + 2(power level) + 17(augmentation) + 11(conservative Int mod) = 40. Then there's the additional stuff you can do with that. Say you're Overchanneling that MoFo. Add 3 Manifester levels. Burn two of those on Empower Power and the other on an extra die of damage. You just dealt 25d6 to 5 separate targets with a save DC of 41, Fort or Ref, depending. Oh, and you still have 400 power points left.</p><p></p><p>There's a problem here somewhere.</p></blockquote><p></p>
[QUOTE="DemonWolfZero, post: 1752200, member: 23651"] Most of the powers are "For every extra pp spent, you deal an extra d6 of damage. For every 2 dice of damage, the save DC goes up by 1." The best comparison, I feel is in Cone of Cold. 10th level Wizard with 20 Int casts Cone of Cold, no metamagic. He deals 10d6 cold damage and his Reflex save DC is 10 + 5(spell level) + 5(Int mod) = 20. A respectable DC. 10th level Psion with 20 Int casts Energy Cone (Cold), no metapsionics. He deals 10d6+10 cold damage and his FORTITUDE save DC is 10 + 3(power level) + 3(augmentation) + 5(Int mod) = 21. A slightly more than respectable DC, but if said Psion had chosen to do Electricity damage instead, the damage would have gone back down to 10d6, but the save would go up to a 23. Oh, and it would be Reflex again. DC scaling by pp spent isn't the worst issue. Some of the powers are much bigger issues. Such as Energy Missile. Effectively Magic missile with an energy type. Its save DC goes up per pp spent. That means that a 20th level Kineticist with Energy Missile can make you dance with his missiles that do 20d6 to each of 5 separate targets that will either do +20 points of additional damage, ignore hardness or have a DC 2 higher than base, which btw is 10 + 2(power level) + 17(augmentation) + 11(conservative Int mod) = 40. Then there's the additional stuff you can do with that. Say you're Overchanneling that MoFo. Add 3 Manifester levels. Burn two of those on Empower Power and the other on an extra die of damage. You just dealt 25d6 to 5 separate targets with a save DC of 41, Fort or Ref, depending. Oh, and you still have 400 power points left. There's a problem here somewhere. [/QUOTE]
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