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*TTRPGs General
Non-Core Class Survivor: Round 16
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<blockquote data-quote="Thanee" data-source="post: 2971023" data-attributes="member: 478"><p>Too many extremely powerful high level effects per day (spell slots put a hard limit on those, which is much, much easier to adjudicate and balance properly for the DM), and in the special case of the half-thought out (at best) Spell Points rules (only somewhat applicable to psionics) the scaling issues with the quickly increasing Spell Points pool when you progress through the levels and the huge amounts of low-mid level effects, that's only partially counteracted by the clunky damage dice special rules (that, funny enough, make some of the lesser useful spells (especially, but not exclusively, at higher levels) even worse, while leaving the really powerful ones completely untouched). The latter is why the XPH has the augmentation rules (which certainly is the best idea the designers had; evolved from the unoffical PsiHB expansions by Malhavok in If Thoughts Could Kill and Mindscapes), but unfortunately they didn't go the full way with that (which would be, that all powers do not scale and have reasonable augmentation, with pretty much no exceptions) and so still left too many of those issues, which could have been avoided otherwise (as a classic example and one of the more extreme cases, the dreaded <em>Dispel Psionics</em> is a byproduct of this problem, not that they saw fit to correct that in the errata or something at the very least).</p><p></p><p>Bye</p><p>Thanee</p></blockquote><p></p>
[QUOTE="Thanee, post: 2971023, member: 478"] Too many extremely powerful high level effects per day (spell slots put a hard limit on those, which is much, much easier to adjudicate and balance properly for the DM), and in the special case of the half-thought out (at best) Spell Points rules (only somewhat applicable to psionics) the scaling issues with the quickly increasing Spell Points pool when you progress through the levels and the huge amounts of low-mid level effects, that's only partially counteracted by the clunky damage dice special rules (that, funny enough, make some of the lesser useful spells (especially, but not exclusively, at higher levels) even worse, while leaving the really powerful ones completely untouched). The latter is why the XPH has the augmentation rules (which certainly is the best idea the designers had; evolved from the unoffical PsiHB expansions by Malhavok in If Thoughts Could Kill and Mindscapes), but unfortunately they didn't go the full way with that (which would be, that all powers do not scale and have reasonable augmentation, with pretty much no exceptions) and so still left too many of those issues, which could have been avoided otherwise (as a classic example and one of the more extreme cases, the dreaded [i]Dispel Psionics[/i] is a byproduct of this problem, not that they saw fit to correct that in the errata or something at the very least). Bye Thanee [/QUOTE]
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Non-Core Class Survivor: Round 16
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