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Psion power balance questions
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<blockquote data-quote="KarinsDad" data-source="post: 2687125" data-attributes="member: 2011"><p>Time Hop is very potent, almost a save or die level of power at 5th level. Plus, it can be used to get an injured or poisoned ally off the field, etc.</p><p></p><p>Astral Construct is strong.</p><p></p><p>Psychic Reformation is borderline broken. It allows you to take all of the lower level feats and powers useful for low level survival, and then at mid-level, switch them for ones more useful for mid-level survival (and ones which allow you to qualify for a prestige class), and then at high level, switch again. The real issue with this is that you only qualify for a prestige class at the last moment and weren't stuck with less useful feats / skills / powers like other classes for many levels.</p><p></p><p>Dispel Psionics is broken.</p><p></p><p>Ego Whip is broken at high level. It is basically close to a save or die power at higher level if you use Empower Power and/or Maximize Power with it. The real problem with it is that if the first metamagicked use doesn't take out the opponent, the second one almost always will. With other save and die spells, you could save every round and not be taken out. Here, even if you save, enough Ego Whips will eventually take you out, often in one or two rounds.</p><p></p><p></p><p>1) Temporal Acceleration is strong, but not a problem. You get an extra turn. The main difference is for Astral Construct where your full round action effectively occurs immediately. And that's not much of a big deal when you consider you are paying 11 PP plus the cost of the construct.</p><p></p><p>Yes, you get a single extra turn and that's extremely helpful. However, one of them cannot adversely affect opponents. And by 11th level, a lot of casters could be doing a Quickened spell followed by a normal spell. TA is more potent than that, but not by much. Plus, you are shaken when you come out of it which is -2 to most D20 rolls, including saves.</p><p></p><p>Very strong, but not broken.</p><p></p><p>2) Metamorphis and Greater Metamorphis. I won't bother to go into those. They are ok, but not overwhelming.</p><p></p><p>3) Fission is overrated. Yes, you get a "second you". It has none of your magic items. It has none of your current spell or powers up. It is easier to hit, easier to damage, and if it dies, you lose a level. Risky. Plus, say you create the Fission on round one. On round two, you and it get to act (but it acts as a lower level). It is not until round three that any benefit can be achieved (i.e. you got two additional powers off in two rounds, just what you would have accomplished if you had not done fission). By then, your duplicate could have gotten attacked for two consecutive rounds. Very risky.</p><p></p><p>Summon Monster can be more potent than Fission if the summoned monster can cast spells, plus it doesn't harm the caster for the summoned monster to be killed.</p><p></p><p>4) Timeless Body lasts one round and costs 17 PP. Not a problem.</p><p></p><p>5) Empathic Transfer, Hostile. Nice, but again not great, mostly because the only time it is real helpful is when the psion is really on the ropes. If you use it early, you get little benefit. If you use it late, you run the risk of being knocked unconscious or killed before you get to use it. It's a juggling act to determine the optimal time to use it. And the augmented version is tricky to use effectively once combat starts because it does not differentiate between friend and foe.</p><p></p><p>6) Schism is very potent. It is like having a lot of Quickened spells. However, it is also fairly easy to get rid of (one missed compulsion save) if your opponents realize that you have it up. I think for the PP cost, Schism is the most potent power in your list. Fortunately, most psions have to use up a feat to get it.</p><p></p><p>7) I don't see a problem with Control Flames. It's concentration for one thing.</p><p></p><p>8) For Energy Missile, the save DCs are broken. It looks like a typo to me and should be one per every two levels.</p><p></p><p>9) Affinity Field. Not a problem for a 9th level power that lasts one round per level (or basically one combat).</p><p></p><p>10) Psychic Chirugery. I don't see the issue with it. Sure, you could get a lot of powers this way. But, it costs XP. A Lot of XP. A 9th level power would cost 9000 XP (dropping a character about a half level in XP), more than the 8000 XP for crafting the 200,000 GP Mirror of Life Trapping, but gaining a lot less overall power. I wouldn't let an NPC do this in a game, so you would need two psion PCs for this to start getting benefits.</p><p></p><p></p><p>There are probably other overly potent psionic powers, but I cannot think of them at the moment.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 2687125, member: 2011"] Time Hop is very potent, almost a save or die level of power at 5th level. Plus, it can be used to get an injured or poisoned ally off the field, etc. Astral Construct is strong. Psychic Reformation is borderline broken. It allows you to take all of the lower level feats and powers useful for low level survival, and then at mid-level, switch them for ones more useful for mid-level survival (and ones which allow you to qualify for a prestige class), and then at high level, switch again. The real issue with this is that you only qualify for a prestige class at the last moment and weren't stuck with less useful feats / skills / powers like other classes for many levels. Dispel Psionics is broken. Ego Whip is broken at high level. It is basically close to a save or die power at higher level if you use Empower Power and/or Maximize Power with it. The real problem with it is that if the first metamagicked use doesn't take out the opponent, the second one almost always will. With other save and die spells, you could save every round and not be taken out. Here, even if you save, enough Ego Whips will eventually take you out, often in one or two rounds. 1) Temporal Acceleration is strong, but not a problem. You get an extra turn. The main difference is for Astral Construct where your full round action effectively occurs immediately. And that's not much of a big deal when you consider you are paying 11 PP plus the cost of the construct. Yes, you get a single extra turn and that's extremely helpful. However, one of them cannot adversely affect opponents. And by 11th level, a lot of casters could be doing a Quickened spell followed by a normal spell. TA is more potent than that, but not by much. Plus, you are shaken when you come out of it which is -2 to most D20 rolls, including saves. Very strong, but not broken. 2) Metamorphis and Greater Metamorphis. I won't bother to go into those. They are ok, but not overwhelming. 3) Fission is overrated. Yes, you get a "second you". It has none of your magic items. It has none of your current spell or powers up. It is easier to hit, easier to damage, and if it dies, you lose a level. Risky. Plus, say you create the Fission on round one. On round two, you and it get to act (but it acts as a lower level). It is not until round three that any benefit can be achieved (i.e. you got two additional powers off in two rounds, just what you would have accomplished if you had not done fission). By then, your duplicate could have gotten attacked for two consecutive rounds. Very risky. Summon Monster can be more potent than Fission if the summoned monster can cast spells, plus it doesn't harm the caster for the summoned monster to be killed. 4) Timeless Body lasts one round and costs 17 PP. Not a problem. 5) Empathic Transfer, Hostile. Nice, but again not great, mostly because the only time it is real helpful is when the psion is really on the ropes. If you use it early, you get little benefit. If you use it late, you run the risk of being knocked unconscious or killed before you get to use it. It's a juggling act to determine the optimal time to use it. And the augmented version is tricky to use effectively once combat starts because it does not differentiate between friend and foe. 6) Schism is very potent. It is like having a lot of Quickened spells. However, it is also fairly easy to get rid of (one missed compulsion save) if your opponents realize that you have it up. I think for the PP cost, Schism is the most potent power in your list. Fortunately, most psions have to use up a feat to get it. 7) I don't see a problem with Control Flames. It's concentration for one thing. 8) For Energy Missile, the save DCs are broken. It looks like a typo to me and should be one per every two levels. 9) Affinity Field. Not a problem for a 9th level power that lasts one round per level (or basically one combat). 10) Psychic Chirugery. I don't see the issue with it. Sure, you could get a lot of powers this way. But, it costs XP. A Lot of XP. A 9th level power would cost 9000 XP (dropping a character about a half level in XP), more than the 8000 XP for crafting the 200,000 GP Mirror of Life Trapping, but gaining a lot less overall power. I wouldn't let an NPC do this in a game, so you would need two psion PCs for this to start getting benefits. There are probably other overly potent psionic powers, but I cannot think of them at the moment. [/QUOTE]
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