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General Tabletop Discussion
D&D Older Editions
Psionics 3.5: Errata and Issues to nerf?
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<blockquote data-quote="Scion" data-source="post: 1557575" data-attributes="member: 5777"><p>strangely, I am both. I have made a few changes here and there, but currently I am working through it to see how things turn out. After all, it hasnt been around very long. Plus, I hate 3.5 spell changes (not all, but far too many to be happy with them), so seeing how everything balances out using the straight book is very important.</p><p></p><p>psions can wear armor sure, but they arent proficient. So they suffer the consequences, just like arcanes. Plus, not all spells have somatic components, and it is possible to get rid of the ones that do exist (feat, items, etc). Arcane casters can wear armor the same as psions, but it isnt terribly important. The psions have inertial armor, which ramps up in scale later on. The arcane casters have the same sort of options with higher level slots. Divine casters are not only proficient, but get to ignore any problem anyway. So, the problem here is more that the arcanes are punished unduly, not that psions are too strong.</p><p></p><p>Personally, in my campaign, I changed arcane spell failure. Everyone suffers from it while casting. But, if you are proficient with the armor you are wearing, the you ignore it. So a mage could spend a level on fighter,or spend some feats, and never have to worry about it again. Simple, elegant, and it makes the most sense to me.</p><p></p><p>Anyway though, there are some things that might be too strong, and others that might be too weak. With comparisons to things that already exist the things that first appear too strong (energy missile comes to mind) actually work out very well in the comparison. Strangely balanced for what it is, but I would like to see it in play for awhile. It could be that its synergy is too strong, but then that would mean a large number of higher level spells/powers are too strong, which I dont believe is the case either.</p><p></p><p>so I'll just say, there are many threads about arcane casters and armor, and how they are normally just better to not wear armor, even with dms who ignore spell failure completely. Also, there are a few threads about energy missile and their comparisons with other spells/powers ramping up in levels shows that energy missile might actually be fine just the way it is.</p><p></p><p>The feat metamorphic transfer is odd, it can be abused in some games, but mostly that seems to rely on the player picking and chooseing from a large number of monstrous manuals. In my game the feat will pose no problems at all. Breath weapon 3/day, sounds cool. Ability to do this or that, great. Go for it. Have yet to see an ability that it would be broken for, even the chokers ability is a fairly nonissue. The dm for the game I am in when not dming thinks the feat is just fine as written as well, he said he'd be happy if someone took it because it would be very interesting.</p><p></p><p>I am still looking avidly through various boards to see what may be a problem, most of the problems seem to come from being underpowered rather than over though. There are a few strong things, but if they prove to be overly strong I'll know about it ahead of time hopefully and have contigency plans. Right now though there dont seem to be any problems of, 'oh my god that is so broken!'. And for armor, remember that armor check penalty, it is a huge problem, various checks like balance checks mean life/death. Also, in 3.5 it is possible for the mage type to have a better ac without wearing armor than with, it just takes a little planning <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Scion, post: 1557575, member: 5777"] strangely, I am both. I have made a few changes here and there, but currently I am working through it to see how things turn out. After all, it hasnt been around very long. Plus, I hate 3.5 spell changes (not all, but far too many to be happy with them), so seeing how everything balances out using the straight book is very important. psions can wear armor sure, but they arent proficient. So they suffer the consequences, just like arcanes. Plus, not all spells have somatic components, and it is possible to get rid of the ones that do exist (feat, items, etc). Arcane casters can wear armor the same as psions, but it isnt terribly important. The psions have inertial armor, which ramps up in scale later on. The arcane casters have the same sort of options with higher level slots. Divine casters are not only proficient, but get to ignore any problem anyway. So, the problem here is more that the arcanes are punished unduly, not that psions are too strong. Personally, in my campaign, I changed arcane spell failure. Everyone suffers from it while casting. But, if you are proficient with the armor you are wearing, the you ignore it. So a mage could spend a level on fighter,or spend some feats, and never have to worry about it again. Simple, elegant, and it makes the most sense to me. Anyway though, there are some things that might be too strong, and others that might be too weak. With comparisons to things that already exist the things that first appear too strong (energy missile comes to mind) actually work out very well in the comparison. Strangely balanced for what it is, but I would like to see it in play for awhile. It could be that its synergy is too strong, but then that would mean a large number of higher level spells/powers are too strong, which I dont believe is the case either. so I'll just say, there are many threads about arcane casters and armor, and how they are normally just better to not wear armor, even with dms who ignore spell failure completely. Also, there are a few threads about energy missile and their comparisons with other spells/powers ramping up in levels shows that energy missile might actually be fine just the way it is. The feat metamorphic transfer is odd, it can be abused in some games, but mostly that seems to rely on the player picking and chooseing from a large number of monstrous manuals. In my game the feat will pose no problems at all. Breath weapon 3/day, sounds cool. Ability to do this or that, great. Go for it. Have yet to see an ability that it would be broken for, even the chokers ability is a fairly nonissue. The dm for the game I am in when not dming thinks the feat is just fine as written as well, he said he'd be happy if someone took it because it would be very interesting. I am still looking avidly through various boards to see what may be a problem, most of the problems seem to come from being underpowered rather than over though. There are a few strong things, but if they prove to be overly strong I'll know about it ahead of time hopefully and have contigency plans. Right now though there dont seem to be any problems of, 'oh my god that is so broken!'. And for armor, remember that armor check penalty, it is a huge problem, various checks like balance checks mean life/death. Also, in 3.5 it is possible for the mage type to have a better ac without wearing armor than with, it just takes a little planning ;) [/QUOTE]
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