Heavy Artillery: Psion vs. Wizard

Elder-Basilisk said:
This is grappling at its weakest, not at its strongest.

Prove it. Effectively if the creature has the right special ability, and takes the penalty (which makes it lose an attack) then even the party mage could easily escape from this guys grapple.

That wyvern may grapple any particular character, but that limits the wyverns ability while only possibly slowing down one character (the first round).

I would be much more worried about its poison personally.

If the wyvern wants to actually damage they guy in his grapple he lowers his effectiveness to almost nil. If he lowers his grapple check by 20 in order to be able to do other things (still missing one attack because of this) then the guy in the grapple gets out pretty easily.

This guy seems pretty typical for most grapplers though, not incredibly great.

Grapplers would have to be way better than this guy to actually be useful for it.
 

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I already did. The wyvern reduces the amount of damage he takes per round by a small margin (more if the party spreads out and can't immediately close into melee range) without (in the example) reducing his damage output very significantly. In the first turn, he increases the amount of damage he does because he gets to make a free stinger attack when he succeeds on the grapple and, otherwise, he would have been limited to a single talon attack during his dive.

If, in the second turn (when he full attacks taking the -20 to grapple), he still reduces the amount of damage he takes because the fighter needs to spend an action excaping from the grapple rather than attacking and may increase his damage (by making a full attack leading with the stinger and wing buffets and then following up with the claw, improved grab, and free stinger attack for successfully grappling a foe). Doubling up on the stinger attack is a bit cheesy and I'm not sure I'd do it as a DM but even if he doesn't, the wyvern has two foes grappled at the end of its initiative (the fighter and the foe he clawed the second round). The fighter probably escapes on his initiative but doesn't get a full attack.

If he does the same thing in the third turn, the wyvern will be able to keep two foes from damaging him (since they have to spend their actions escaping the grapple rather than attacking) each round. (Each round one escapes and is then regrappled before his normal initiative). That will enable him to survive for 3-5 rounds instead of 2-3 rounds. Since he's poisoning at least one person every round (maybe more depending upon how much one is willing to cheese the improved grab special description for the wyvern), that's quite significant.

However, this is still an example of a poor situation for grapple not because the wyvern is just OK at grappling but rather because it is a single foe against an entire party. Grappling works best when it can either take everyone out or when it can shift the balance of actions towards the grappler's side. If there were two wyverns, they would be able to grapple the entire party in this manner. Without the rogue dealing damage in turn 2 and without anyone dealing damage from outside the grapple in turn 3+, the wyverns would be reduced to taking maybe 5 points of damage per round if its foes gave up on escaping and just attacked from inside the grapple. At that rate, they could easily kill the party. The party would just have to hope that their claw attack would miss sooner or later (or they would fail the grapple check) and the fighter or the rogue would manage a full attack or two.

For cases that demonstrate the strength of grappling, you want:
A dragon with the snatch feat
A remorhaz with its swallow whole ability
An annis hag facing summoned monsters (take the AoO as the creature closes, deal damage and improved grab, then on the annis' turn, use her special rake rules to make two claw attacks and rend the creature--with the net effect that the creatures die without ever getting to attack).
A crit-immune creature with constrict (like a shambling mound, tendriculos, or huge animated rug)
A party of PCs against a single sorceror, wizard, or cleric--once grappled, either by a PC, Evard's Black Tentacles, a summoned monster, or Bigby's Grasping Hand, unless that caster has a dimension door, etc available, the fight is over.
A party of PCs against a single tough monster with minions--one PC can grapple the tough monster and keep it occupied while the rest of the PCs dispatch the minions.
A large group of NPCs and/or monsters (with improved grab) against PCs. If a majority of the PCs are grappled, their effectiveness will go downhill really quickly. A pride of dire lions will ruin a lot of PCs' days.

Scion said:
Prove it. Effectively if the creature has the right special ability, and takes the penalty (which makes it lose an attack) then even the party mage could easily escape from this guys grapple.

That wyvern may grapple any particular character, but that limits the wyverns ability while only possibly slowing down one character (the first round).

I would be much more worried about its poison personally.

If the wyvern wants to actually damage they guy in his grapple he lowers his effectiveness to almost nil. If he lowers his grapple check by 20 in order to be able to do other things (still missing one attack because of this) then the guy in the grapple gets out pretty easily.

This guy seems pretty typical for most grapplers though, not incredibly great.

Grapplers would have to be way better than this guy to actually be useful for it.
 

Elder-Basilisk said:
...In the first turn, he increases the amount of damage he does because he gets to make a free stinger attack when he succeeds on the grapple and, otherwise, he would have been limited to a single talon attack during his dive.
As it turned out, the Fighter made his Fort save vs. the stinger poison. Lucky him!

Elder-Basilisk said:
...<the wyvern> still reduces the amount of damage he takes because the fighter needs to spend an action excaping from the grapple rather than attacking...
Absolutely right.

That's the entire point of this tangent!

The number and type of actions each side can take are what determine victory or defeat. Taking actions away from an enemy - when they must respond to you and play defence - is how you win a combat. Plain and simple.

Psions, in this regard, have the upper hand. Psions can continue to act aggressively when other spell casting classes would have to be on the defensive. In grapples, wizards are toast, sorcerers are completely screwed, and even clerics are at the wrong end of things. Psions.....psions can do as they please.

Prove this is not the case. Prove that psions are limited to the same, extremely restricted list of defensive choices as wizards or sorcerers are.

Anything else is just blowing smoke.
 

The debate is over, I finally found the piece of evidence that has sorcerers and wizards as the shoe-in of being overpowered, as compared to the psion.

Three words:

Coun-ter-spelling.

:D
 

An' Psions *can be* counterspelled? I don't think so.....Psions are immune to counterspelling, no?

BTW: After re-reading, my last post seems to have ended on an overly harsh note. Lemme try again.

I think the evidence supports the assertion that Psions are better "heavy artillery" than Sor/Wiz.

A small peice of that evidence is that psions can keep blasting away while grappled....Sor/Wiz can't. Grappling doesn't come up all the time, or, perhaps, not at all in your game. Hey, that's great. But grappling (RAW) is significant enough that magic users should be concerned "in the average game". In such a game, psions come out on top during a grapple (pun intended).

But: I've got at least one player that loves psions. I don't allow them in my game. Maybe I should. Maybe you could convince me that psions are not over-powered! That'd be fine, FWIW.
 
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Elder-Basilisk said:
I already did.

The wyvern is weak at grappling, so use a stronger grappler and see how it fairs.

Elder-Basilisk said:
The wyvern reduces the amount of damage he takes per round by a small margin (more if the party spreads out and can't immediately close into melee range) without (in the example) reducing his damage output very significantly. In the first turn, he increases the amount of damage he does because he gets to make a free stinger attack when he succeeds on the grapple and, otherwise, he would have been limited to a single talon attack during his dive.

The wyvern moves up, makes an attack (which might miss), initiates a grapple (which might be lost), it stings (this is only a single sting, there is no double sting going on), has to move into the targets square (drawing aoo's from movement. no, it is not a 5' step), then he is done for his turn. (this is all assuming that when it says 'talons' that you only have to hit with a single one, but since it is plural then one should assume that both have to hit, much like rake)

Now it is everyone elses turn. The wyvern does not threaten any squares around himself, has no dex bonus to ac, and basically just made himself a big target for whoever wants to do anything.

The party gets to move around however they like into flanking positions, get whatever attacks they want, possibly have full round attacks, cast whatever spells they like without fear of aoo's, etc. The fighter himself has a few options, he can try to break free, he can draw a light weapon (if he did not already have one out of course), he can try to pin the wyvern (not a bad option, if he managed to succeed then the wynvern is done for). Sure, it isnt the top of his game (assuming that he has no feats or items that help in grappling) but he is still doing quite a bit. Hardly out for the count.

Elder-Basilisk said:
If, in the second turn (when he full attacks taking the -20 to grapple), he still reduces the amount of damage he takes because the fighter needs to spend an action excaping from the grapple rather than attacking and may increase his damage (by making a full attack leading with the stinger and wing buffets and then following up with the claw, improved grab, and free stinger attack for successfully grappling a foe). Doubling up on the stinger attack is a bit cheesy and I'm not sure I'd do it as a DM but even if he doesn't, the wyvern has two foes grappled at the end of its initiative (the fighter and the foe he clawed the second round). The fighter probably escapes on his initiative but doesn't get a full attack.

Ok, so now the wyvern (assuming that the fighter failed to pin him last round, which is definately a possibility) takes -20, loses one attack (whichever is holding the fighter) and gets a few attacks on those around him. At this point it is very unlikely that anyone will be grappled however. Even a 1st level mage with a str of 10 has a decent chance of beating the grapple check.

It looks like the claw was the attack which you had capture the fighter in the first place so it is probably still busy holding the fighter and cannot be used during that full attack. Which means no more grappling (by reading talons as plural).

Still, at this point let us assume that it does somehow have 2 foes grappled. If it wants to continue attacking anyone usefully it will keep on taking that -20 and now its attacks are even fewer. (both claws are being used, so no more improved grapples and 'free' stings, even though it likely didnt work that way to begin with)

Also, once it is the fighters turn again, he may attempt to pin it. With that -20 for the wyvern he will likely succeed.

I dont know what sort of rulesbending you are trying to do to say that he cannot do this.

SRD:
Pin Your Opponent: You can hold your opponent immobile for 1 round by winning an opposed grapple check (made in place of an attack). Once you have an opponent pinned, you have a few options available to you (see below).

Escape from Grapple: You can escape a grapple by winning an opposed grapple check in place of making an attack. You can make an Escape Artist check in place of your grapple check if you so desire, but this requires a standard action. If more than one opponent is grappling you, your grapple check result has to beat all their individual check results to escape. (Opponents don’t have to try to hold you if they don’t want to.) If you escape, you finish the action by moving into any space adjacent to your opponent(s).

So, either you are saying that you cannot escape (since they both require useing an attack and winning a grapple check) or that you can pin. They both use the same wording.

At this point it is all but assured that the wyvern will be pinned (there are two seperate people who would be wise to attempt it, even the party caster would have a shot at it).

Even if this wasnt true (ie, he wasnt taking -20 and instead concentrating on the guy he had grappled) then the wyvern would be in for a world of hurt. All it would be able to do would be choose a single one of its attacks to try to hit the fighter with every turn. That is a massive reduction in power.

As is seen from the above however if he does take the -20 then he is in for a world of hurt once he is pinned.

Sounds like a lose/lose situation for the wyvern. He would've been better off 'not' grappling.

Elder-Basilisk said:
If he does the same thing in the third turn,

He wont, at this point he is pinned and unable to do anything. Or if not he is likely giving serious thought to leaving the scene from the amount of damage being taken. Being reduced by more than half of ones hp by now (pretty easily) has to be most unfortunate, especially with this guy trying to pin you.

Unless the wyvern likes to fight to the death the battle is effectively over now.

Elder-Basilisk said:
it is a single foe against an entire party.

Yeah, there are lots of things that are much more effective when piled on multiples at a time. That is not exactly an issue. Melee brute? not so bad on his own, but multiple? uh oh! Single caster? not so bad on his own but multiple? uh oh! The list goes on and on, through the entire game.

Elder-Basilisk said:
For cases that demonstrate the strength of grappling, you want:
A dragon with the snatch feat
A remorhaz with its swallow whole ability
An annis hag facing summoned monsters (take the AoO as the creature closes, deal damage and improved grab, then on the annis' turn, use her special rake rules to make two claw attacks and rend the creature--with the net effect that the creatures die without ever getting to attack).
A crit-immune creature with constrict (like a shambling mound, tendriculos, or huge animated rug)
A party of PCs against a single sorceror, wizard, or cleric--once grappled, either by a PC, Evard's Black Tentacles, a summoned monster, or Bigby's Grasping Hand, unless that caster has a dimension door, etc available, the fight is over.
A party of PCs against a single tough monster with minions--one PC can grapple the tough monster and keep it occupied while the rest of the PCs dispatch the minions.
A large group of NPCs and/or monsters (with improved grab) against PCs. If a majority of the PCs are grappled, their effectiveness will go downhill really quickly. A pride of dire lions will ruin a lot of PCs' days.

Nice list, lets see.

The dragon is tough in pretty much any situation, so this isnt a huge issue to begin with. Nice option for him though. Of course he will be blasted for a few rounds while he takes one character and moves off with them. Probably a dead character unless they have some option open to the, psion or not.

remorhaz, without his extra 8d6 damage in the gullet he would be a pushover. So, in this case, it isnt the grappling so much as the insane fire raging in his stomach. It takes him one attack and a grapple check to get someone in his mouth (he only gets one attack), then the person gets to attempt whatever they want, then another successful grapple check the next round to swallow, then they get an action, then on its next turn they take massive amounts of damage. If this is an impressive grappler then grappling is very weak indeed.

Annis hag vs summoned monsters? umm.. ok. Assuming those summoned monsters werent summoned within close enough to attack anyway, or had reach of their own, then she is good at killing something that is mostly distraction anyway? (not all of them, some are definately brutes, the celestial bison comes to mind for a low level brute)

Constriction guys? Ok, the mound has to hit with both attacks (full attack only), succeed in a grapple check, then, on future rounds, basically all it does is trade in its series of attacks for roughly equivalent damage (no chance of crit, grapple check might fail). Weak.

Party of X vs single whatever. No good, same could be said for just about anything.

Large group of grapplers vs pc's. Likely this will have a ECL that matches its difficulty (four lions gives 7, but a 7th level fighter type is likely to not be grappled in the first place and could kill one every turn, so it must be a lower level party, which means it is deadly, as it should be for being above their level).

So still, except for the dragon (who is rough anyway) the psion would be either just as hosed or only slightly better off.

This is still pretty off topic though. Psions are slightly better off here than wizards and sorcs, but it really wont matter much. It might be a big deal in incredibly unlikely circumstances, but the wizards versitility will come up 'much' more often as a boon than this tidbit will arise.
 

Nail said:
I think the evidence supports the assertion that Psions are better "heavy artillery" than Sor/Wiz.

Sure, they can be a heavier hitter (if they spend the appropriate feats and/or are of the appropriate specialization).

But, direct damage spells for sorc/wizard tend to not be very good anyway, especially at higher levels.

All that allowing the shifting of energy types does is help direct damage powers to still be viable at higher levels.

That is pretty much it. So they trade in scaling for a bit more flexibility and some augmentation. Which, when all is said and done, makes them burn out faster if they try to take advantage of it and they dont really do a whole lot more damage. It is simply easier to place.

Personally I dont see any problems with that. I'd like there to be other options at higher levels than having to sit back and use save or die after save or die.. or just be the party buffer (I have seen both of these happen at higher levels when there just werent any other viable options, unless one was willing to try for several, possibly overpowered, prc's and dump them all together into some sort of monsterous creation.. but the game shouldnt have to be like that).

Psionics really are getting closer and closer to being the most perfectly balanced magic system. After a few modifications that I have made (mainly with duration issues and removing save or dies) it is infinitaly better than the standard magic system.
 

Re: Wyvern grappler

In hindsight, given average rolls, the party should have won. In the actual event, given the rolls at the table....the party still won. It's an EL 6 for a party of 6 PCs of ~7th level! It's expected.

Nonetheless, the wyvern did well with the grapple. Grappling works well. Try it!

Scion said:
Sure, they can be a heavier hitter (if they spend the appropriate feats and/or are of the appropriate specialization).

But, direct damage spells for sorc/wizard tend to not be very good anyway, especially at higher levels.
Err? So what, exactly are you arguing about?

Scion said:
All that allowing the shifting of energy types does is help direct damage powers to still be viable at higher levels.
Your games must be different than the ones I DM/play in. Being able to customize energy type to the situation is HUGE.

scion said:
Psionics really are getting closer and closer to being the most perfectly balanced magic system.
I'll certainly agree with the "closer and closer" bit. And really, the only reason I'm interested in this topic is because the psion seems to be "closer to reasonable" now. Even 3.0 was so far out there it was easy to dismiss.
 

Nail said:
Nonetheless, the wyvern did well with the grapple. Grappling works well. Try it!

He did well, but given how the grappling rules work it would seem that the dice were 'heavily' in his favor to have done anywhere near that well. That and the fighter is afraid of grappling, he should've showed that wyvern who was boss! (once it took the huge penalty of course, but if it hadnt done that then only getting one attack a round isnt impressive)

Nail said:
Err? So what, exactly are you arguing about?

About what? I was simply pointing out that being better in grappling is nearly a nonfactor.

A blaster psion (effectively overspecialized, since they are specialized more than a specialist wizard) had 'better' be better at blasting. Yet it comes out around even, but at least the psion is on the ahead side of about even for damage.

Nail said:
Your games must be different than the ones I DM/play in. Being able to customize energy type to the situation is HUGE.

And loseing scalability is also incredibly huge.

I said that it is necissary for it to still be effective, given that this just shows how far behind normal spells can be. Essentially they become worthless (there are times when they are not, but then there are even times when grappling is a problem).

Nail said:
I'll certainly agree with the "closer and closer" bit. And really, the only reason I'm interested in this topic is because the psion seems to be "closer to reasonable" now. Even 3.0 was so far out there it was easy to dismiss.

Most incarnations of psionics, even from the beginning, have been better than magic in several ways.

Now they have just made it another kind of magic with little special in and of itself, but still, it tends to be more balanced in general than other magics.

Ahh well.. someday it will be perfected ;)
 


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