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General Tabletop Discussion
*Pathfinder & Starfinder
Psionics: Balance and Integration
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<blockquote data-quote="Plane Sailing" data-source="post: 2149565" data-attributes="member: 114"><p>Eberron is an ideal campaign to use psionics in, because it has a place, a reason, built in psionic enemies to use etc. </p><p></p><p>There are some powers that you have to look at carefully. <strong>Energy Stun</strong> for instance looks like an error since it gives +1 DC per pp instead of per 2pp like everything else. Others have already mentioned <strong>Dispel Psionics</strong> where the augmentation rules seem grossly overpowered.</p><p></p><p>I personally don't like the way that the energy powers can be configured on the fly - partly because it means opponents energy resistance is largely useless against psions and partly for flavour reasons.</p><p></p><p>To my mind Astral Construct would be OK if they were hedged out by Protection from Evil like summoned critters. The fact that they can walk through that arcane defence without having any comparable generally-available weaknesses is a problem when considering all their other benefits. I've not seen them in play extensively though, so take that with a pinch of salt!</p><p></p><p>One warning. If you have a campaign with one encounter per day on a wilderness trek the psion will start to outshine everyone else. His total capacity is no more than a wizard or sorcerer but he can burn all his pp on effectively his highest level powers, while the wizard or sorcerer has only a few of his highest level spell slots available. In a dungeon or extended series of encounters they are just fine, if they have one encounter per day they can be trouble.</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 2149565, member: 114"] Eberron is an ideal campaign to use psionics in, because it has a place, a reason, built in psionic enemies to use etc. There are some powers that you have to look at carefully. [B]Energy Stun[/B] for instance looks like an error since it gives +1 DC per pp instead of per 2pp like everything else. Others have already mentioned [B]Dispel Psionics[/B] where the augmentation rules seem grossly overpowered. I personally don't like the way that the energy powers can be configured on the fly - partly because it means opponents energy resistance is largely useless against psions and partly for flavour reasons. To my mind Astral Construct would be OK if they were hedged out by Protection from Evil like summoned critters. The fact that they can walk through that arcane defence without having any comparable generally-available weaknesses is a problem when considering all their other benefits. I've not seen them in play extensively though, so take that with a pinch of salt! One warning. If you have a campaign with one encounter per day on a wilderness trek the psion will start to outshine everyone else. His total capacity is no more than a wizard or sorcerer but he can burn all his pp on effectively his highest level powers, while the wizard or sorcerer has only a few of his highest level spell slots available. In a dungeon or extended series of encounters they are just fine, if they have one encounter per day they can be trouble. Cheers [/QUOTE]
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