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General Tabletop Discussion
*Dungeons & Dragons
Fixing "Expansion" in the PsiHandbook
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<blockquote data-quote="Forrester" data-source="post: 52696" data-attributes="member: 1279"><p>I don't think there's anything wrong with the "Expansion" ability in the PsiHB, except that it makes no sense whatsoever that someone expanded to 100% of his normal size shouldn't get reach bonuses, a weapon size increase, a to-hit and AC penalty, and in general all of the effects that occur through a full size change. Yet, this is the Sage ruling on the matter, and no doubt it is a game balancing one. </p><p></p><p>But really, given its effects, Expansion should work very much like Divine Might, a very lame and undepowered (for its level) 5th level cleric spell. </p><p></p><p>So here's the question -- what level Psi ability should Expansion be, assuming that using it immediately boosts the character to 100% of his normal size?</p><p></p><p>Basically, I'm changing the ability to:</p><p></p><p>1) Get rid of gradations (70% increase, 80% increase, etc. just bug me -- simplest to go right to 100%)</p><p>2) Give all of the benefits/drawbacks of having a full size increase. </p><p></p><p></p><p>Is 3rd level unreasonable? I know the cleric spell that does the same only lasts one round/level, and is 5th level, but that's just soooo silly IMO. Quite underpowered. And this really is a PsiWarrior kind of ability -- it makes sense that they should have it. </p><p></p><p>And there are other PsiWarrior abilities, like Vigor, that clearly (at their level) are far superior to similar spells of equal/higher level (Vigor vs. Cure Light or Aid, for instance). </p><p></p><p>So what do you think? Would Expansion be "broken" as a 3rd level Psi Power? Would it be "broken" if it were changed in duration to one minute, or one round/level, instead of one minute/level? </p><p></p><p>Recommendations? I have a PsiWarrior who will definitely be interested in this ability down the line, and I need to tell him how long he has to wait <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></blockquote><p></p>
[QUOTE="Forrester, post: 52696, member: 1279"] I don't think there's anything wrong with the "Expansion" ability in the PsiHB, except that it makes no sense whatsoever that someone expanded to 100% of his normal size shouldn't get reach bonuses, a weapon size increase, a to-hit and AC penalty, and in general all of the effects that occur through a full size change. Yet, this is the Sage ruling on the matter, and no doubt it is a game balancing one. But really, given its effects, Expansion should work very much like Divine Might, a very lame and undepowered (for its level) 5th level cleric spell. So here's the question -- what level Psi ability should Expansion be, assuming that using it immediately boosts the character to 100% of his normal size? Basically, I'm changing the ability to: 1) Get rid of gradations (70% increase, 80% increase, etc. just bug me -- simplest to go right to 100%) 2) Give all of the benefits/drawbacks of having a full size increase. Is 3rd level unreasonable? I know the cleric spell that does the same only lasts one round/level, and is 5th level, but that's just soooo silly IMO. Quite underpowered. And this really is a PsiWarrior kind of ability -- it makes sense that they should have it. And there are other PsiWarrior abilities, like Vigor, that clearly (at their level) are far superior to similar spells of equal/higher level (Vigor vs. Cure Light or Aid, for instance). So what do you think? Would Expansion be "broken" as a 3rd level Psi Power? Would it be "broken" if it were changed in duration to one minute, or one round/level, instead of one minute/level? Recommendations? I have a PsiWarrior who will definitely be interested in this ability down the line, and I need to tell him how long he has to wait :). [/QUOTE]
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Fixing "Expansion" in the PsiHandbook
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