Opinions of Expanded Psi-handbook

Er...

Well knowing some of the playtesters, and having seen the playtest version, I think its legal for me to say, what is in print and what was playtested is very different, so to say, that it was the fault of the playtesters that the balance was off is kinda wrong in this case.

With the crazy abilities the psi-warrior can do, I'm quite happy to hear that. Its nice to see a sort of anime style fighter, and worse comes to worse a GM can put down the in game boot if something wierd buggers its way up. It happens all the time, a high level game I was playing in has a psychic healer from the Mind's eye who can become a gargantuan or something combat machine.

Must... digest... power list quicker.



Jonathan
 

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Caspian Marqine said:
Well knowing some of the playtesters, and having seen the playtest version, I think its legal for me to say, what is in print and what was playtested is very different, so to say, that it was the fault of the playtesters that the balance was off is kinda wrong in this case.

Heh. Wonder what kind of weird stuff was in there before... ;)

I still wonder how some stuff could find its way in there...

Some prime examples would be Schism and Quicken Power (spontaneous quicken in 3.5 with haste gone and spontaneous casters specifically ruled out to do so), Metamorphic Transfer (completely nuts), or Energy Missile (maybe an editing error (+1 DC per manifester level (= 1/2 spell level)?)), Dispel Psionics (completely nuts), Greater Metamorphosis (not up to date with PHB errata), Soulknife BAB, torc of power preservation (still way too cheap), ...

Just some examples of what doesn't look right and should have been addressed in playtesting...

Not even going at the balance between psion and sorcerer (see rules forum for that).

Bye
Thanee
 
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The XPH has become one of my new favorite books now. Augments are wonderful, they are new and flavorable items, and most important, psionics is very unique compared to magic.

I don't see people's probs with soul knives. There weapons get free enhancment... plus you can switch your enhancements!! You don't get any bonus feats, but you get a lot of virtual feats like whirlwind attack.

I really don't like the wilder. 11 powers at 20 level...um... is this a spellcasting class? And there key ability can leave you dazed...ouch! Most wizards won't take even a 5% chance to lose a spell, and this one can get up to a 20% chance to just not get to do anything.

Finally, psionic focus. Its a great idea.. but it didn't have to be the only idea. The old reserve pp thing was a fine idea, and they could have been used together. Now, certain feats are useless to take in combination, because both spend focus.
 

Stalker0 said:
I really don't like the wilder. 11 powers at 20 level...um... is this a spellcasting class?

No, not really. At first I considered it a psionic wild mage, but it's more analogous to a 2nd tier fighting class like the monk, where the psionic powers replace the intrinsic class abilities. It's hard to get a handle on, though, because we have no iconic image of it and there's so much variability possible in what powers get selected.

I suspect that a well designed wilder will only have powers that are fun to augment, and will use those wild surges to both kick ass and take names.

Finally, psionic focus. Its a great idea.. but it didn't have to be the only idea... Now, certain feats are useless to take in combination, because both spend focus.

That's not necessarily a bad thing. I played my psi warrior last night. I had a choice between using psionic weapon (+2d6 dmg) or power attacking with deep impact (touch attack.) It's an interesting tactical tradeoff, but it would definitely be a bad idea to have been able to do both.
 


Piratecat said:
I suspect that a well designed wilder...will use those wild surges to both kick ass and take names.

...And they're all outta notepads. :)

I have to ask, because I don't recall you saying anything yet, but PCat, what are your opinions about the variable energy powers allowed psions? Are there any pure psions in the group, or does your PsyWar have any? Have you found them to be too powerful to allow ALL energy types on the fly like that, without any limitations?
 

Piratecat said:
That's not necessarily a bad thing. I played my psi warrior last night. I had a choice between using psionic weapon (+2d6 dmg) or power attacking with deep impact (touch attack.) It's an interesting tactical tradeoff, but it would definitely be a bad idea to have been able to do both.

So, not tempted to get a psicrystal buddy and the feat which enables it to maintain a focus for you? ;) that plus greater psionic weapon could make for a verrrry nasty two-handed power attack...
 

A friend of mine is quite perturbed by the Autohypnosis skill. Does anyone else here feel that it is a little strong for a skill that is reactive, or is it just him :). He is currently running a new game, and I know it's his game to run, but he has disallowed the skill to be taken, and no one has had a chance to see it in game to determine for ourselves the extent of its power. He particularly doesn't like the fact that the skill can take the place of a stabalization roll, or that you can make a roll to avoid going neg hitpoints while at zero. Any comments?
 

re: autohypnosis - I ditched it from the skills list in the 3e PsiHB and it has remained ditched in the XPH. Like you I don't like the way it interferes with existing mechanisms.

If I wanted to allow a skill to be allowed to stabilise or do related stuff I'd just make it an additional function for Concentration, which would have been better IMO.

Cheers
 

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