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Energy Missile
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<blockquote data-quote="Vurt" data-source="post: 2991554" data-attributes="member: 1547"><p><em>Energy missile</em> is indeed a very strong 2nd-level power. It is perhaps even the kineticist's signature power. I think the designers tried to balance it somewhat by making it kineticist-only, but in practice it's a good enough power that it's worth burning a feat (Expanded Knowledge) to pick it up at 5th for any other non-kineticist psion, especially if that character is even occasionally called on to provide some sort of "artillery" to the battlemat.</p><p></p><p>As written in the XPH, the scaling of +1 to the save DC per +1 power points spent seems to break the convention of things going up +1 per 2 power points spent, which makes power scaling roughly equivalent to spell scaling, as far as saving throw DCs go. And indeed, in Complete Psionic, this has been changed to +1 save DC per 2 PP spent. However, there has yet to be issued any kind of formal errata for the XPH itself, and many folks feel slightly miffed at having to pick up Comp Psi for errata that WotC usually tends to provide for free.</p><p></p><p>If <em>energy missile</em> is a problem in your game, then by all means I recommend you discuss it with your players and ask them for ideas on how to tone it down. In my experience, this works a lot better than simply changing stuff from up on high. Otherwise, with the errata, I don't find it terribly problematic in play, especially after 5th level when <em>fireball</em> comes on the scene. One is good for groups, and the other is good for dealing damage in and amongst friendlies. One thing I've done in my own game is to make the energy slightly conductive, so that if you fire it at a target that's grappling with a friendly, half of the damage taken gets transferred to the friendly (who also gets a saving throw). But this house rule arose specifically for one particular campaign, and hasn't seen much use since. Another option might be to decouple the save DC from the damage dice. So instead you can either spend 2 PP to raise the damage by 2d6, or the save DC by +1, instead of both. Many other psionic powers do something like this, so there is precedent for it.</p><p></p><p>Cheers,</p><p>Vurt</p></blockquote><p></p>
[QUOTE="Vurt, post: 2991554, member: 1547"] [i]Energy missile[/i] is indeed a very strong 2nd-level power. It is perhaps even the kineticist's signature power. I think the designers tried to balance it somewhat by making it kineticist-only, but in practice it's a good enough power that it's worth burning a feat (Expanded Knowledge) to pick it up at 5th for any other non-kineticist psion, especially if that character is even occasionally called on to provide some sort of "artillery" to the battlemat. As written in the XPH, the scaling of +1 to the save DC per +1 power points spent seems to break the convention of things going up +1 per 2 power points spent, which makes power scaling roughly equivalent to spell scaling, as far as saving throw DCs go. And indeed, in Complete Psionic, this has been changed to +1 save DC per 2 PP spent. However, there has yet to be issued any kind of formal errata for the XPH itself, and many folks feel slightly miffed at having to pick up Comp Psi for errata that WotC usually tends to provide for free. If [i]energy missile[/i] is a problem in your game, then by all means I recommend you discuss it with your players and ask them for ideas on how to tone it down. In my experience, this works a lot better than simply changing stuff from up on high. Otherwise, with the errata, I don't find it terribly problematic in play, especially after 5th level when [i]fireball[/i] comes on the scene. One is good for groups, and the other is good for dealing damage in and amongst friendlies. One thing I've done in my own game is to make the energy slightly conductive, so that if you fire it at a target that's grappling with a friendly, half of the damage taken gets transferred to the friendly (who also gets a saving throw). But this house rule arose specifically for one particular campaign, and hasn't seen much use since. Another option might be to decouple the save DC from the damage dice. So instead you can either spend 2 PP to raise the damage by 2d6, or the save DC by +1, instead of both. Many other psionic powers do something like this, so there is precedent for it. Cheers, Vurt [/QUOTE]
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