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For Nail - The Psion
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<blockquote data-quote="Elder-Basilisk" data-source="post: 2311792" data-attributes="member: 3146"><p>I don't think slightly means what you think it means....</p><p></p><p></p><p></p><p>You've had quite a while to come up with relevant disadvantages (specifically wrt vulnerabilities) and the best you can do so far is range. That's worth discussing, but I think it establishes the fact that conventional spell users are more vulnerable to various tactics that might hinder or prevent spellcasting than psions are. (On this, my own take (as a player) is that the difficulty of preventing psions from using their powers means that the only safe way to transport a captive psion is dead).</p><p></p><p></p><p></p><p>One would hope that people would also give reasons why stuff is less important. (For instance, a paladin's immunity to disease is not very important because disease is not a large part of most games and, for the most part, is easily cured by either low-level magic or heal checks).</p><p></p><p></p><p></p><p>Which is a problem. Because someone else appears to have missed a step in their logic, you willingly abandon rational discourse altogether. Neener neener neener. I wish you wouldn't.</p><p></p><p></p><p></p><p>Well, yes. First, you appear to misunderstand my purpose in posting to the thread which is to establish that, yes, it is more difficult to prevent a psion from using his powers than to prevent a conventional caster from casting. In that regard, spell ranges are a red herring.</p><p></p><p>Second, you miss the important distinction between conventional casters as a group (who do not all have long-range spells) and sorcerer/wizards (who do).</p><p></p><p>Third, I have not said that psions are broken because it is hard to prevent them from using their powers; I have simply said that that is one advantage they have over conventional casters.</p><p></p><p></p><p></p><p>Make that most games and you'll be talking. I've been playing 3.x for about five years now in a variety of different home and living campaigns and there has been precisely one time that I thought "wow, long range sure is useful." That one time was a battle interactive where we were playing out a siege--hardly your standard D&D.</p><p></p><p></p><p></p><p>At least at the early levels. It's not such a big deal as it used to be by the time short range reaches 60-70 feet....</p><p></p><p></p><p></p><p>Hmm, from the D-F section of the SRD:</p><p></p><p>Deja Vu (medium)</p><p>Disintegrate, psionic (medium)</p><p>Dispel psionics (medium)</p><p>Dominate, psionic (medium)</p><p>Ectoplasmic coccoon (medium)</p><p>mass ectoplasmic coccoon (medium)</p><p>ectoplasmic shambler (long)</p><p>ego whip (medium)</p><p>energy ball (long, but kineticist power)</p><p>energy bolt (120' line)</p><p>energy cone (60' cone)</p><p>energy missile (medium, but kineticist power)</p><p>energy push (medium)</p><p>energy wall (medium)</p><p>energy wave (120' cone)</p><p>false sensory input (long)</p><p></p><p>That seems like a pretty good selection of non-short range powers to me and that's just from d-f. Note that it includes psionic dominate, ego whip, energy bolt, energy ball, and energy missile (a kinticist power a lot of other psions spend a feat to get) as well as psionic disintegrate. That's considerably better than the medium range cleric and druid list and about as good as the medium range arcane spells.</p><p></p><p></p><p></p><p>What, psions are immune to gate?!? I never knew. What page is that on?</p><p></p><p>I'm not talking about what broken things a class can do in this thread. I'm talking about the things that other people <em>can't</em> do to psions. That psions can't cast gate is irrelevant to the topic. That they can't be shut down by silence is relevant.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 2311792, member: 3146"] I don't think slightly means what you think it means.... You've had quite a while to come up with relevant disadvantages (specifically wrt vulnerabilities) and the best you can do so far is range. That's worth discussing, but I think it establishes the fact that conventional spell users are more vulnerable to various tactics that might hinder or prevent spellcasting than psions are. (On this, my own take (as a player) is that the difficulty of preventing psions from using their powers means that the only safe way to transport a captive psion is dead). One would hope that people would also give reasons why stuff is less important. (For instance, a paladin's immunity to disease is not very important because disease is not a large part of most games and, for the most part, is easily cured by either low-level magic or heal checks). Which is a problem. Because someone else appears to have missed a step in their logic, you willingly abandon rational discourse altogether. Neener neener neener. I wish you wouldn't. Well, yes. First, you appear to misunderstand my purpose in posting to the thread which is to establish that, yes, it is more difficult to prevent a psion from using his powers than to prevent a conventional caster from casting. In that regard, spell ranges are a red herring. Second, you miss the important distinction between conventional casters as a group (who do not all have long-range spells) and sorcerer/wizards (who do). Third, I have not said that psions are broken because it is hard to prevent them from using their powers; I have simply said that that is one advantage they have over conventional casters. Make that most games and you'll be talking. I've been playing 3.x for about five years now in a variety of different home and living campaigns and there has been precisely one time that I thought "wow, long range sure is useful." That one time was a battle interactive where we were playing out a siege--hardly your standard D&D. At least at the early levels. It's not such a big deal as it used to be by the time short range reaches 60-70 feet.... Hmm, from the D-F section of the SRD: Deja Vu (medium) Disintegrate, psionic (medium) Dispel psionics (medium) Dominate, psionic (medium) Ectoplasmic coccoon (medium) mass ectoplasmic coccoon (medium) ectoplasmic shambler (long) ego whip (medium) energy ball (long, but kineticist power) energy bolt (120' line) energy cone (60' cone) energy missile (medium, but kineticist power) energy push (medium) energy wall (medium) energy wave (120' cone) false sensory input (long) That seems like a pretty good selection of non-short range powers to me and that's just from d-f. Note that it includes psionic dominate, ego whip, energy bolt, energy ball, and energy missile (a kinticist power a lot of other psions spend a feat to get) as well as psionic disintegrate. That's considerably better than the medium range cleric and druid list and about as good as the medium range arcane spells. What, psions are immune to gate?!? I never knew. What page is that on? I'm not talking about what broken things a class can do in this thread. I'm talking about the things that other people [i]can't[/i] do to psions. That psions can't cast gate is irrelevant to the topic. That they can't be shut down by silence is relevant. [/QUOTE]
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