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General Tabletop Discussion
*Pathfinder & Starfinder
Psionics: Balance and Integration
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<blockquote data-quote="Testament" data-source="post: 2149810" data-attributes="member: 21833"><p>Powers that need to be fixed:</p><p></p><p>Energy Stun/Missile: The augmentation stream needs to be fixed, the DC scales way too fast! Set it to 1 point on the DC for 2PPs like all the other Energy chain, and its better. Remove Energy Missile's ability to target attended objects too, Sonic Missiles were just disgusting before.</p><p></p><p>Psionic Suggestion: Scale back it's duration to a round a level, like normal <em>Suggestion</em>. As it is, its beserk.</p><p></p><p>Psionic Dominate: I don't know what to do here, the errata made it truly insane. That's right, the errata made something MORE BROKEN!</p><p></p><p>Thicken Skin: As it is now, its an enchancement bonus to AC. Just says AC. The flavour text says natural armour.</p><p></p><p>Death Urge: Needs clarification, when someone crits themselves with it, will they Power Attack? Get your GM to make a decision on it SOON.</p><p></p><p><FEAT>Metamorphic Transfer: Ban it. <strong><em><u>Now</u></em></strong>. It ramps up <em>Metamorphosis/Polymorph </em> to a lesser <em>Shapechange</em>.</p><p></p><p>Otherwise, Psionics I find is pretty balanced. In my Arcanis party, we have a Wilder who's dedicated himself to blasting (Expanded Knowledge: Energy Missile), and he's <em>horrifyingly </em> good at it, his kill total is higher than the barbarian. Thing is though, every time he manifests, he's taking a chance, and he's only avoided absolute disaster from it through the help of party members.</p><p></p><p>All Psionic characters are one trick ponies, their inability to buff other party members or do anything outside their discipline with any proficiency keeps them balanced. And in an adventure with multiple encounters, they start to panic, since they can empty that tank SOOOO fast. Especially Wilders.</p><p></p><p>And on Telepaths, while they have probably the most absurd powers, don't forget that EVERY SINGLE POWER in their list has that little descriptor [Mind Affecting].</p></blockquote><p></p>
[QUOTE="Testament, post: 2149810, member: 21833"] Powers that need to be fixed: Energy Stun/Missile: The augmentation stream needs to be fixed, the DC scales way too fast! Set it to 1 point on the DC for 2PPs like all the other Energy chain, and its better. Remove Energy Missile's ability to target attended objects too, Sonic Missiles were just disgusting before. Psionic Suggestion: Scale back it's duration to a round a level, like normal [I]Suggestion[/I]. As it is, its beserk. Psionic Dominate: I don't know what to do here, the errata made it truly insane. That's right, the errata made something MORE BROKEN! Thicken Skin: As it is now, its an enchancement bonus to AC. Just says AC. The flavour text says natural armour. Death Urge: Needs clarification, when someone crits themselves with it, will they Power Attack? Get your GM to make a decision on it SOON. <FEAT>Metamorphic Transfer: Ban it. [B][I][U]Now[/U][/I][/B]. It ramps up [I]Metamorphosis/Polymorph [/I] to a lesser [I]Shapechange[/I]. Otherwise, Psionics I find is pretty balanced. In my Arcanis party, we have a Wilder who's dedicated himself to blasting (Expanded Knowledge: Energy Missile), and he's [I]horrifyingly [/I] good at it, his kill total is higher than the barbarian. Thing is though, every time he manifests, he's taking a chance, and he's only avoided absolute disaster from it through the help of party members. All Psionic characters are one trick ponies, their inability to buff other party members or do anything outside their discipline with any proficiency keeps them balanced. And in an adventure with multiple encounters, they start to panic, since they can empty that tank SOOOO fast. Especially Wilders. And on Telepaths, while they have probably the most absurd powers, don't forget that EVERY SINGLE POWER in their list has that little descriptor [Mind Affecting]. [/QUOTE]
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