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I like the Psionic PrC's, that are finally useful, altho I do not play Psions, but one in our party does.

The scaling rules for psionic powers are also good.

Bye
Thanee
 




Well, since people are talking about it ... I got to look at a friend's copy this weekend, and I think I missed something on one of the optional rules. There's a 'sidebar' in there with a 'secondary discipline' ruleset. As I saw it, it looked like the rule gave more power points, more disciplines known, and the use of the key attribute for the primary discipline to set DC's and level limits for two secondary disciplines ... Did they take something away in that optional rule, or is it just a power-up for psions?
 

Christian said:
Well, since people are talking about it ... I got to look at a friend's copy this weekend, and I think I missed something on one of the optional rules. There's a 'sidebar' in there with a 'secondary discipline' ruleset. As I saw it, it looked like the rule gave more power points, more disciplines known, and the use of the key attribute for the primary discipline to set DC's and level limits for two secondary disciplines ... Did they take something away in that optional rule, or is it just a power-up for psions?

I could be wrong, but as I remember it, it was pretty much just a power-up. There were lots of complaints that the psion got shafted and I think this was supposed to be a fix.
 

True, it was straight increase in power to use secondary disciplines. It gives psions two things that the base rules do not:

1) Greater independence from needing ALL attributes equally high.

2) Slightly more (very slightly more) powers known per level.

Off all the rules in ITCK, the secondary Disciplines and the power scaling were my favorites. It really gives the psion a bstronger feel than having to use every trick in the book to survive as a psion.

That was my biggest complaint with creating a psion from the Psi Handbook: all the other core classes had a small amount of "fudge factor" with their powers and abilities, where the psion must be optimized every step of the way to be viable. No one blinks if a fighter spends a general feat on skill focus; no one says anything if the wizard spends a feat on weapon focus (quarterstaff), or if the rogue spends 4 skill points on basketweaving.

However, if a psion takes one non-essential skill, power, feat, or other choice, then their lives become MUCH, MUCH harder. Psions can be played, but by the core rules they can be very difficult to contribute effectively to the party.
 

There's also the disadvantage (unless you're a Savant) of having more of your abilities dependant on one of your stats in psionic combat. Of course, most people don't bother with psionic combat.

Although it was mostly a response to that Sorcerer's end up with more equivilant 'power points' (Something like a factor of 2x to 3x the core psion) and had powers that could scale freely and the rather big dislike of multiple ability dependance for manifestation.

And a blatant power up.
 


Into the Woods

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