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<blockquote data-quote="Tux the Penguin" data-source="post: 1752381" data-attributes="member: 23343"><p>DWZ, that's exactly what I said. The problem of the augmentations isn't so much the ability to make it scale, but rather when you get two effects for a single augmentation.</p><p> </p><p>If you made it read "for each 1 pp spent the damage increases by 1d6, or for each 2 pp spent, the DC increases by one" then you wouldn't have the bad problems. Your energy stuff would realistically be capped at 20 + score modifier (since each two would basically be heightening the spell a level). It would also make the psion choose between nuking and making sure it stuck.</p><p> </p><p>In Unearthed Arcana, when a wizard is using spell points, the DCs don't scale as he puts more into it to get more damage (and it also has a cap). Those two things should have been added.</p><p> </p><p>But other than Mind Thurst and Energy spells, what else is broken? Those two things get thrown around by people who think they are broken, but never go anywhere else. I agree with you that they need fixing, but those two are easy to fix.</p><p> </p><p>1) When you pick "Energy X", you pick a single energy type. You don't get to switch between them as you wish. You pick "Cold Missile" and you only get cold. If you want fire, you have to pick it agian. That makes it the equivalent of the wizard type spells.</p><p> </p><p>2) Damage dice cannot exceed your manifester level. Wizards and Sorcerers have the problem, so psionics should also. Overchannel can increase this, but then agian, you're taking damage. Also, make Overchannel expend your Psionic Focus. Now you can't overchannel and metapsionic something.</p><p> </p><p>3) Save DCs cannot be increased by augmentation, period. Add in a Heighten Power metapsionic feat that works the same as everyone else. If you don't increase the save DCs, your mindthurst gets locked in around DC 21 or so (assuming you started with a 18, +5 for levels, +6 item, +1 from somewhere). Now making a DC 21 to avoid ALL the 20d10 damage isn't that bad. Hell, a fighter with a Cloak of Resistance +6 have a +12 BASE. That means 9 or better. Start adding things (Iron Will, etc) and its getting lower. Then agian, I also think Mind Thrust should be capped at some point, but I'm not getting into that now, first the energy stuff adjustments...</p><p> </p><p>Edit: Actually listing ways to fix some powers. All these assume that the augmentations have be changed as mention above.</p><p> </p><p>Energy Ball: Nothing really, just a big fireball. WIthout the saves increasing, its not really overpowered.</p><p> </p><p>Energy Bolt: same as Energy Ball. Its Lightning Bolt, but psionic.</p><p> </p><p>Energy Burst: A zero-range Energy Ball. No changes needed.</p><p> </p><p>Energy Cone: No changes, Cone of Cold.</p><p> </p><p>Energy Current: This is one that bugs me. First, 9d6 to one and half to another is really nasty. For a 5th level power this is pretty over the top. I say start it at 6d6 for primary, 3d6 for secondary, and its more in tune with what it should be. Then the inceasing in dice would make it more in line (at 20th it would be 16d6 primary, 8d6 secondary). Well, limit it to that, since 17d6 would be the highest it could go.</p><p> </p><p>Energy Missile: Wow, where to start. First, make it start a 1d6 to five targets, since 3d6 to 5 is nowhere close to what a Wizard/Sorcerer can do. Second, make the damage max out at 7d6 (6d6 is the average of 5d4+5, but this is second level, so eh, give a little bigger cap). Then its not so sick.</p><p> </p><p>Energy Push: This one is actually okay, since each additional die is costing 2 pp. But no save increases.</p><p> </p><p>Energy Retort: This is too long of a power (duration), but its not that bad.</p><p> </p><p>Energy Stun: This isnt that bad, except the double save. Make additional dice cost 2 instead of one. Increasing the save is insane on this one.</p><p> </p><p>Energy Wall: Eh, in line with nother changes.</p><p> </p><p>Energy Wave: Same as Energy Wall.</p><p>------</p><p>But another change is the energy bonuses</p><p> </p><p>Cold: Fort only. No damage bonus.</p><p>Electricity: +2 to penetrate power resistance. No save bonus.</p><p>Fire: Okay, why not give +1 to damage. A lot of things have fire resistance.</p><p>Sonic: ACTUALLY BALANCED!</p><p> </p><p>Those are my suggestions, and how I'm going to implement them in my games. Mind Thurst is another issue, but I've got crap to do, so I'll mention how I changed it later.</p></blockquote><p></p>
[QUOTE="Tux the Penguin, post: 1752381, member: 23343"] DWZ, that's exactly what I said. The problem of the augmentations isn't so much the ability to make it scale, but rather when you get two effects for a single augmentation. If you made it read "for each 1 pp spent the damage increases by 1d6, or for each 2 pp spent, the DC increases by one" then you wouldn't have the bad problems. Your energy stuff would realistically be capped at 20 + score modifier (since each two would basically be heightening the spell a level). It would also make the psion choose between nuking and making sure it stuck. In Unearthed Arcana, when a wizard is using spell points, the DCs don't scale as he puts more into it to get more damage (and it also has a cap). Those two things should have been added. But other than Mind Thurst and Energy spells, what else is broken? Those two things get thrown around by people who think they are broken, but never go anywhere else. I agree with you that they need fixing, but those two are easy to fix. 1) When you pick "Energy X", you pick a single energy type. You don't get to switch between them as you wish. You pick "Cold Missile" and you only get cold. If you want fire, you have to pick it agian. That makes it the equivalent of the wizard type spells. 2) Damage dice cannot exceed your manifester level. Wizards and Sorcerers have the problem, so psionics should also. Overchannel can increase this, but then agian, you're taking damage. Also, make Overchannel expend your Psionic Focus. Now you can't overchannel and metapsionic something. 3) Save DCs cannot be increased by augmentation, period. Add in a Heighten Power metapsionic feat that works the same as everyone else. If you don't increase the save DCs, your mindthurst gets locked in around DC 21 or so (assuming you started with a 18, +5 for levels, +6 item, +1 from somewhere). Now making a DC 21 to avoid ALL the 20d10 damage isn't that bad. Hell, a fighter with a Cloak of Resistance +6 have a +12 BASE. That means 9 or better. Start adding things (Iron Will, etc) and its getting lower. Then agian, I also think Mind Thrust should be capped at some point, but I'm not getting into that now, first the energy stuff adjustments... Edit: Actually listing ways to fix some powers. All these assume that the augmentations have be changed as mention above. Energy Ball: Nothing really, just a big fireball. WIthout the saves increasing, its not really overpowered. Energy Bolt: same as Energy Ball. Its Lightning Bolt, but psionic. Energy Burst: A zero-range Energy Ball. No changes needed. Energy Cone: No changes, Cone of Cold. Energy Current: This is one that bugs me. First, 9d6 to one and half to another is really nasty. For a 5th level power this is pretty over the top. I say start it at 6d6 for primary, 3d6 for secondary, and its more in tune with what it should be. Then the inceasing in dice would make it more in line (at 20th it would be 16d6 primary, 8d6 secondary). Well, limit it to that, since 17d6 would be the highest it could go. Energy Missile: Wow, where to start. First, make it start a 1d6 to five targets, since 3d6 to 5 is nowhere close to what a Wizard/Sorcerer can do. Second, make the damage max out at 7d6 (6d6 is the average of 5d4+5, but this is second level, so eh, give a little bigger cap). Then its not so sick. Energy Push: This one is actually okay, since each additional die is costing 2 pp. But no save increases. Energy Retort: This is too long of a power (duration), but its not that bad. Energy Stun: This isnt that bad, except the double save. Make additional dice cost 2 instead of one. Increasing the save is insane on this one. Energy Wall: Eh, in line with nother changes. Energy Wave: Same as Energy Wall. ------ But another change is the energy bonuses Cold: Fort only. No damage bonus. Electricity: +2 to penetrate power resistance. No save bonus. Fire: Okay, why not give +1 to damage. A lot of things have fire resistance. Sonic: ACTUALLY BALANCED! Those are my suggestions, and how I'm going to implement them in my games. Mind Thurst is another issue, but I've got crap to do, so I'll mention how I changed it later. [/QUOTE]
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