rekash said:
Thanks much for the detailed explanation! I actually took your response and e-mailed it to him. I know he's going to argue the point about grappling and the availability of spells for wizards. He's made it difficult for wizards to obtain spells, and I know he's going to bring up that fact when compairing Wizards to Psions, stating that Psions are more powerful than Wizards because it's reasonably difficult for Wizards to obtain new spells.
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If he has decided to change a core class, he can hardly complain when the other classes don't equal out in power.
I'm currently playing a psion in a game--it is the first psion in any game the DM has run and it is 3.5. My character is a shaper and has all of the metacreativity powers of the levels I can take. My DM didn't require it but I chose to follow the theme of the more specialized class. Perhaps you could offer that as a limitation to avoid the "jack-of-all-trades" fear.
In practice, I haven't noticed myself outclassing any other character. I can do some damage in battle but I'm hardly overshadowing the wizard or cleric. The fighters are still outdoing me long run with their weapon attacks.
Aside from anything else, as a DM and a player, I have to say that there is no point in trying to modify rules that you have no practical understanding of. It takes time to get a feel for how psionics work in practice, just like any other part of the game. Until you have played with the rules, they might look overpowered. This is an illusion created by the versatility of power points.
The trade of power points is that nothing is free: no scaling, no metamagic with using psionic focus. You can make your 1st level power as potent in damage as your 9th level power but the DC may or may not change.
All in all I like it...if I had to play psionics the way your DM is planning, I would simply never play them.
DC