You make a dispel check (1d20 + your manifester level, maximum +10)
For every additional power point you spend, the bonus on your dispel check increases by 2 (to a maximum bonus of +20 for a 5-point expenditure).
Probably because psionics is extremely weak compared to divine magic.Of course, divine casters are not really relevant here.
So, the availability of healing "magic" can only be seen as a big advantage!
The combat ability is nothing when you can summon something with good spells. And compare a greater earth elemental to an 8th level astral construct: Construct has many fewer HP, but a higher AC. Construct has a slightly higher attack bonus, but the elemental has much higher damage. The construct is smaller, which is sometimes an advantage and sometimes a disadvantage. The construct has DR 15/magic while the elemental has the much better DR 10/-. The elemental has huge advantages from its feat list (allowing it to naturally plow through hordes of weaker foes with cleave/great cleave and giving it more tactical options with Improved bull rush and improved sunder. The construct can get his hands on some nice abilities from the high-level construction menu, but he only gets 1 choice. He'd be hard-pressed to be as durable as the elemental, and if he made this choice he would be weak compared to the earth elemental's earth glide mobility. If he went for instead for extra damage from something like rend or crowd control via concusion, he'll be weak in every other way.Summoned monsters cannot compare with astral constructs at all, when it comes to combat ability, they are also immune to Protection from Evil and other summon-protections, since they are not summoned. Summons have the advantage of minor magical abilities, of course. While the magical abilities are certainly nice, the combat ability is more powerful IMHO. But it's not that far off, so about even seems to fit.
It is not irrelevant since we're talking about psions here, unless I missed a moving of the goal posts. And dimension door is the same in both the XPH and PHB. The only difference is that a psion can augment the power. Well guess what? An arcane caster can one-up the manifesters and quicken their dimension door. Metamagic feats are a huge advantage for arcane casters that rarely get mentioned.This is irrelevant. While it certainly is a disadvantage for psions in general (also see below), it has nothing to do with the powers themselves. If you say, that teleportation magic is better, since most psions have to spend a feat to get it, then you also have to say, that, for example, Astral Construct is like five times better than any summon spell, because it's nine spells in one, a sorcerer can never hope to match this kind of scaling goodness with Summon Monster. We do not do that, so we do not do the other as well.
All an arcanist needs is a mirror, which can easily be carried in a portable hole or similar magic item. An arcanist can spend 1000 gp and be able to scry whenever he wants two levels later because he can get teleport without spending a feat. But at level 4 the poor guy will have to resort to using dang ol' rope trick if he wants to use the spell in the middle of an adventure. A psion can... oh wait! A psion never gets anything near the "save point" power that is rope trick or similar shelter spells. If he wants creature comforts he needs to either be a nomad or he needs to spend a feat to be able to teleport home.While arcanists usually cannot use it at all, unless they have a base of operation, yes. Well, unless they get Greater Scrying, of course.
And these are entirely trumped by a first level arcane spell called protection from magic. Psions have to wait until level 7 spells with personal mind blank.Power Words are weak. Otto's Irresistable Dance is pretty good, tho.
But how about really strong enchantments like Mass Suggestion and Dominate Monster?
Those are available to psions of *moderate* level! Big advantage for the psions there.
Without mindblanking it still lacks the versatility of illusions. There are no powers which compare to the shadow spells in terms of versatility. There are no psion powers which are so multi-purpose as silent image. And true seeing at high levels is still rarer than mind blank because mind blank is an all-day, passive buff. True seeing is active, as you have to cast the spell whenever you want to use it, it only lasts a few minutes, and you have to know that you are dealing with illusions or else you just wasted the spell.Mind Blank isn't really a big factor. Only at higher level play (much higher and much more rare than True Seeing, which you nicely didn't mention and which does foil all illusions).
So, how does it look without mind blanking everything away? That's more important, I think.
Also arcane Invisibility is foiled by many abilities and even low-level spells/powers (starting at 1st). It's still a *very* good spell, of course, and yes, also better than the psionics "equivalent".
The "silly" ones where arcanists use metamagic feats over a series of several encounters and more than double the damage potential of a psionic character. Because as I mentioned before, metapsionic feats are god-awful compared to metamagic feats, a huge advantage for arcane casters.Which numbers would that be? You hopefully do not speak of any of those silly damage comparisons using single spells to compare the total damage dice in a day, which say absolutely nothing about the actual power there.
And damage is always a cure away, which means that dealing enough of it is questionable at best. If a save-or-die spell succeeds, you've just won the encounter. If a damage spell deals half damage, you've forced the BBEG to spend resources healing himself. And yes, no-save powers are obviously the kings at high level, and by your own admission arcanists have the advantage here.That is something I actually do not agree with. Save-or-die is great during moderate to higher levels, but the saves outrun the DCs quickly and there are some really effective countermeasures out there (i.e. Death Ward).
Damage is always relevant, if you can deal enough of it.
Remember, that you are usually not alone, and the fighter is dealing damage, too.
If a save-or-die spell fails, you have achieved nothing.
If a damage spell deals half damage, you still have done something meaningful.
Anyways... the king of high-level play are no-save disabling spells/powers, of course.
Without really looking, I'd say that arcanists do have an edge there, tho.
And most of those good utility spells are discipline spells.Yes, psionics are definitely lacking in the area of party buffing.
Utility, maybe slightly, but not much, they just have different utility powers, but also good ones.
Agreed.In general, I totally agree, tho (always have and also always stated that myself), that psionics do not have the breadth which arcane spells cover. This is, of course, because there are far more spells out there and most books include spells, but only few have powers (and even then only very few of them). Maybe there will be some book expanding that, I don't know. Right now, it's an advantage for the arcanists for sure.
I'll call bull on this. I have never once in my entire time playing 3rd Edition seen a sorcerer not pick shadow evocation/conjuration spells. These spells give the sorcerer access (with just two spells) to two schools of magic. That is a versatility psions can never match.However, one thing should not be forgotten here, both the sorcerer and the psion have a very limited amount of known spells/powers. This number is in the end the one that is relevant, and there this advantage for the sorcerer (having a better base to choose from), while still present, lessens a lot! Especially once you look at the spell/power levels, which are at any given time most relevant, that is the current highest level spells/powers *known*. The psion always has a HUGE advantage in terms of breadth then. Often knowing four high level powers instead of one spell. That is a tactical breadth the sorcerer cannot match.
They have fewer spells known careof the shadow spells and their actual spell lists (I know you love to claim that augmentation means a power is more like fifty powers, but this just doesn't hold up in actual gameplay). Spontaneous quicken with feats just does not happen... psionic focus prevents this from being anything more than once per encounter. Schism is like fighting with a big gun in one hand and a pop gun in the other. No VSM is balanced because everyone knows when a psion manifests power everyone smells/hears/sees it. Quicker power output = quicker power burnout. "Free DC Scaling" only effects a small number of spells and (guess what?) you have to pay for it. I get the impression from your arguments that you have never once played a psion, because you seem to have some very, very simplistic views on how it actually works in real gameplay. In a real game, a psion who goes for the gusto and blows out all his powers points quickly learns that this is a bad idea (from later encounters where he's weak or when he doesn't have the ability to manifest a helpful power later in a non-combat encounter). I have seen two of the "big bad psions" described in this thread. Within two sessions they had learned that blowing through power points in one encounter just doesn't work (and this was after sessions with a single combat encounter). Real games with psionics alongside traditional casters just don't have the problems you describe. In fact, high-level play with psions taking the place of traditional casters tends to make things more balanced since high-level spells tend to out-muscle high-level powers (by your own admission).I am actually fairly sure, that these trade-offs (not only the lack of breadth in the power base (so remember what I have written in the above paragraph) and weaker party-friendly powers (I would even consider this an extra trade-off, because it is a fairly important one), also the augmentation cost (no free scaling, which is the BIG trade-off, of course) and other mostly minor stuff) are not enough, not even close, to balance the immense advantages psions have over sorcerers (much more "effective spells known" (lots of augmentable powers include higher level versions, also includes the incredible advantage of freely choosing energy type, a rather big tactical advantage), much more high level powers known at any given level and faster power level progression (huge advantage at all levels, from 3rd+), no caps (which keeps the lower level powers viable, unlike most of the lower level arcane spells), quicker power output and thus always able to create the full effect of their PP in a day (huge advantage, especially at higher levels), spontaneous Quicken (plus Schism, which can further improve this output), free DC scaling (auto-heighten, when using a lower level power as a higher level power), no VSM components (auto-still/silent/eschew materials (arcane casters need epic feats for that!), also near grapple immunity, the bane of arcane casters at low-mid levels, also Silence immunity), bonus feats (those are needed to get some of the discipline lists powers, tho, thus are not that big an advantage, of course, they mostly diminish that disadvantage to some degree), better skills (class list and Int instead of the weaker Cha as caster/manifester ability), almost unaffected by Globe spells , and so on). Quite a list.
2) Spells scale for free, powers don't. A sorcerer gets a scaled effect with his spells based on his caster level, a psion gets scaled effects on his powers based on how many points he spends. No one posting complaints about psionics seems to realize how big a difference this is. Example: Energy Ray vs Scorching Ray.
Energy Ray, ML 3, 2nd level power equivalent = 3d6+3
Scorching Ray, CL 3, 2nd level spell = 4d6
Energy Ray, ML 7, 4th level power equivalent = 7d6+7
Sorching Ray, CL 7, 2nd level spell = 8d6
Empowered Scorching Ray, CL 7, 4th level spell equivalent = 12d6
Energy Ray, ML 11, 6th level power equivalent = 11d6+11
Sorching Ray, CL 11, 2nd level spell = 12d6
Twin Spell Scorching Ray, 6th level spell equivalent = 24d6
Energy Ray, ML 20, MORE THAN 10th LEVEL POWER EQUIVALENT = 20d6+20
5 Scorching Rays, CL 20, 10 total spell levels = *60d6*
Twin Spell Split Ray Empowered Scorching Ray, CL 20, 10th level spell equivalent = 48d6
Jackelope King said:The "silly" ones where arcanists use metamagic feats over a series of several encounters and more than double the damage potential of a psionic character. Because as I mentioned before, metapsionic feats are god-awful compared to metamagic feats, a huge advantage for arcane casters.
Jackelope King said:Spontaneous quicken with feats just does not happen... psionic focus prevents this from being anything more than once per encounter.
Jackelope King said:Schism is like fighting with a big gun in one hand and a pop gun in the other.
Jackelope King said:No VSM is balanced because everyone knows when a psion manifests power everyone smells/hears/sees it.
Jackelope King said:Probably because psionics is extremely weak compared to divine magic.
The combat ability is nothing when you can summon something with good spells.
And compare a greater earth elemental to an 8th level astral construct.
It is not irrelevant since we're talking about psions here, unless I missed a moving of the goal posts.
And dimension door is the same in both the XPH and PHB. The only difference is that a psion can augment the power. Well guess what? An arcane caster can one-up the manifesters and quicken their dimension door.
Metamagic feats are a huge advantage for arcane casters that rarely get mentioned.
And these are entirely trumped by a first level arcane spell called protection from evil.
There are no powers which compare to the shadow spells in terms of versatility.
And true seeing at high levels is still rarer than mind blank because mind blank is an all-day, passive buff.
The "silly" ones where arcanists use metamagic feats over a series of several encounters and more than double the damage potential of a psionic character.
And damage is always a cure away, which means that dealing enough of it is questionable at best. If a save-or-die spell succeeds, you've just won the encounter.
If a damage spell deals half damage, you've forced the BBEG to spend resources healing himself.
I'll call bull on this.
I have never once in my entire time playing 3rd Edition seen a sorcerer not pick shadow evocation/conjuration spells. These spells give the sorcerer access (with just two spells) to two schools of magic.
They have fewer spells known careof the shadow spells and their actual spell lists (I know you love to claim that augmentation means a power is more like fifty powers, ...
...but this just doesn't hold up in actual gameplay).
Spontaneous quicken with feats just does not happen... psionic focus prevents this from being anything more than once per encounter. Schism is like fighting with a big gun in one hand and a pop gun in the other.
No VSM is balanced because everyone knows when a psion manifests power everyone smells/hears/sees it.
Quicker power output = quicker power burnout.
"Free DC Scaling" only effects a small number of spells and (guess what?) you have to pay for it.
I get the impression from your arguments that you have never once played a psion, because you seem to have some very, very simplistic views on how it actually works in real gameplay.
In a real game, a psion who goes for the gusto and blows out all his powers points quickly learns that this is a bad idea (from later encounters where he's weak or when he doesn't have the ability to manifest a helpful power later in a non-combat encounter).
I have seen two of the "big bad psions" described in this thread.
Real games with psionics alongside traditional casters just don't have the problems you describe.
In fact, high-level play with psions taking the place of traditional casters tends to make things more balanced since high-level spells tend to out-muscle high-level powers (by your own admission).
Psions have damage on their side (a questionable as usual accusation, but one I will conceed is moot).
Arcanists have everything else Creature comforts? Arcanists. Utility? Arcanists. Illusions? Arcanists. Necromancy? Big time arcanists. Enchantment, conjuration, and abjuration? Those are pretty close. Evocation? Fine. Let the psions have it.
You're right. Having some strength in one weak field makes the class completely broken. How could I have thought otherwise?
KarinsDad said:I agree with most of what you said, but you have a few mistakes here:
I do not understand this at all. Metapsionic feats are just as powerful as metamagic feats. In fact, metapsionic feats can be even more potent than metamagic feats by using Overchannel/Talented.
For example, Empowered Fireball is a 5th level spell that requires a 9th level Wizard.
A 9th level Psion can Empower a 7D6+7 Fire Energy power that is exactly equal in average damage to the 9D6 Empowered Fireball. However, the same 9th level Psion could Overchannel that to Empowered 9D6+9.
Someone said:Minor nitpick: said psion would be also taking 3d8 damage, since he would have to spend his focus on the Talented and Empower feats, and can´t use Talented at all if he´s using Energy Ball, since it´s a 4th level power.
Unless you´re using Psicrystal Containment, and some power of 3rd level or less. In that case, the psion is using 5 feats: overchannel, talented, psicrystal affinity, psicrystal containment, and empower. Probably Expanded knowledge, too, if he´s not a Kineticist, versus the Empower feat the wizard or sorcerer is using.
KarinsDad said:Energy Ball, Energy Missile, Energy Cone, and Energy Current are the 4 Energy offensive powers that are Kineticist discipline specific. Of these, only Energy Ball and Energy Current do damage when using Overchannel/Talented.
But, there are other options.
You can use any of the other 8 Energy offensive powers without using a feat: Energy Bolt, Energy Burst, Energy Push, Energy Ray, Energy Retort, Energy Stun, Energy Wall, or Energy Wave.
So, you can use any of these with Empower Power and do more average damage (for fire and cold energy) starting at level 10 (i.e. Empowered 8D6+8 > Empowered 10D6). The exception to this is Energy Wave which cannot be used until level 13.
With Overchannel and Talented for those Energy powers less than level 4, you could increase this damage even more starting at level 6 (i.e. Overchanneled Empowered 5D6+5 > Empowered 6D6) and take no damage.
With Overchannel and Vigor for any of these Energy powers, regardless of their level, you could increase this damage even more starting at level 6 (i.e. Overchanneled Empowered 5D6+5 > Empowered 6D6) and take no damage (or at higher level for those powers above level 3).
So with two feats (Overchannel and Empower) and two powers (Vigor and Energy X), you can be more effective than most arcane spell casters in this area. You do not have to be a Kineticist or use up an Expanded Knowledge feat to get there.
But, it will cost you some PP and time (you have to pump up with Vigor before you can Overchannel or you will take real damage).