(Psi)SeveredHead said:
You should have asked on the 'net. I found it impossible to build a second edition psionicist who wasn't overpowered. Some were broken just on paper, others took an adventure or two before the player and DM realized it was broken.
The single-classed psionicist i played woul have been in ~'91-'92. AFAIC, there wasn't a 'net then to ask. I'd only heard of email, and nobody i knew actually had access to email, much less UseNet or Gopherspace.
Ok, i was a bit tongue-in-cheek the last time, and i think my point was missed, so i'll come right out and say it this time: 2e psionics were *not* broken, and were *not* a balance problem. That's my experience. I can either go with the dozen+ groups that i ran, played in, or heard about over more than a decade of using AD&D2, at all character levels, and all styles of play, which never had a single house rule for psionicists [several had houserules for wild talents], and never had a balance problem, unless it was that the psionicists were too weak, or a i can go with what i hear from people i've never met online, who bring up issues that are not inherent to the rules, but are partially dependent on playstyle. This is nothing personal, but given that every concrete complaint that anyone has made about psionics in 2e involves an element of the player group, i don't see why i should conclude that mechanics that i never had a problem with, despite players who *tried* to abuse them, are "broken".
Specific example: the disintegrate power is often cited as one of the most broken elements of 2e psionics. It cost, IIRC, 20psps, and the putative 3rd level psionicist would probably have ~45psps. And, if you rolled a 20 trying to use it, you were dead, no save, no resurrection, no protection possible. IME, those were sufficient cons to balance the pro of what it could do. Apparently, in other groups, this wasn't, and it got used a lot, and the players were lucky. The fact of the matter is that there *were* balancing factors in 2e psionics. Now, for some playstyles or groups, they may not have been sufficient. But i don't think you can simply dismiss my experiences with multiple groups (as in, every D&D group i've had 1st- or 2nd-hand experience with) --if the mechanics were as broken as some claim, how would it be possible for us, without houserules, not to have problems, given a fair incidence of psionics in the groups?
Sorry to get all steamed about this, but it's one of my hot buttons: i still think that 2e psionics was (1) the best version of psionics ever published for D&D and (2) not a balance problem at all, at least in any of the ways we played the game (and, yes, for some groups, that meant power-mongering munchkinism). This is compounded by my experiences at how unbalanced so many aspects of D&D3E are, that people are willing to gloss over via playstyle. I have trouble understanding why people are willing to accept a degree of imbalance that drives me batty, on the one hand, and yet won't use mechanics that, IME, are less imbalanced. It's not the difference of opinion--i recognize that balance is more subjective than objective, and my experiences/opinions are not universal--it's the refusal to accept that a non-universal experience might point to the problem being at the level of the playgroup, rather than the mechanics themselves.