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Has anyone tried Psionics in an AU/AE game?
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<blockquote data-quote="Michael Tree" data-source="post: 2752112" data-attributes="member: 1455"><p>I disagree about the damage and buffing potential. The main advantage that XPH damage powers have over D&D powers is the ability to choose the elemental type, which AU casters also have. Plus, the lack of automatic scaling of damage is even more weak compared to AU casters, considering their ability to use Modify spell for +50% damage, spell templates, and the weaving of spell slots. XPH powers also have more difficulty with spell resistance, since it has no equivalent of brandish magical might or the other spells that improve caster level.</p><p></p><p>XPH buffing also isn't neccessarily any better than in AU, overall. It's stronger in terms of enhancement bonuses to ability scores and attack/ac bonuses, but AU has things like ghost weapon that provide bonuses not available in psionics.</p><p></p><p>I'm not sure I agree about the telepathy powers. The XPH equivalents don't require truenames (unless you decide they do), and they're somewhat more flexible in terms of what types of creatures they can affect, but IMO its reasonable for psionics to be more powerful than magic in one area.</p><p></p><p>The powers I'd be most concerned about are Schism (since there is no equivalent in AU, and extra actions are enormously powerful), and Metamorphosis (which is broken, though it does have a relatively short duration). I don't have enough experience with energy creatures to determine how they hold up next to astral constructs, but I suspect you're right.</p></blockquote><p></p>
[QUOTE="Michael Tree, post: 2752112, member: 1455"] I disagree about the damage and buffing potential. The main advantage that XPH damage powers have over D&D powers is the ability to choose the elemental type, which AU casters also have. Plus, the lack of automatic scaling of damage is even more weak compared to AU casters, considering their ability to use Modify spell for +50% damage, spell templates, and the weaving of spell slots. XPH powers also have more difficulty with spell resistance, since it has no equivalent of brandish magical might or the other spells that improve caster level. XPH buffing also isn't neccessarily any better than in AU, overall. It's stronger in terms of enhancement bonuses to ability scores and attack/ac bonuses, but AU has things like ghost weapon that provide bonuses not available in psionics. I'm not sure I agree about the telepathy powers. The XPH equivalents don't require truenames (unless you decide they do), and they're somewhat more flexible in terms of what types of creatures they can affect, but IMO its reasonable for psionics to be more powerful than magic in one area. The powers I'd be most concerned about are Schism (since there is no equivalent in AU, and extra actions are enormously powerful), and Metamorphosis (which is broken, though it does have a relatively short duration). I don't have enough experience with energy creatures to determine how they hold up next to astral constructs, but I suspect you're right. [/QUOTE]
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Has anyone tried Psionics in an AU/AE game?
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