Deset Gled said:
I guess this is really the point where I disagree. Wisdom obviously isn't a perfect measurment of channeling ability, but I think that accessing ki should be harder to do that just gaining a feat along the way. Some others ways that I think make sense if you don't like wisdom would be the Concentration skill, or a new skill based on Constitution or Wisdom. At any rate, I don't think a knowledge skill is any better than Wis, because an Int skill seems much less likely than a Wis one.
I agree that Intelligence should have nothing to do with it. That's why it depends only on the number of *ranks* in the Knowledge (ki) skill, disregarding the total modifier due to any ability score. This skill represents actual training. I have considered making this a Wisdom skill instead of an Intelligence skill, and making it cross-class for all classes except for the Saiyan Elite, Monk, and other such classes, but as of yet I am undecided on that matter.
Any which way, though, Wisdom itself should not be the deciding factor. A skill and a series of feats work perfectly, because all ki uses require training, and the skill and feats represent that training.
Deset Gled said:
This does make a lot of sense, but it refers to the pool that a character has to pull ki from, not their ability to pull it out of that pool (basically, having ki doesn't mean you can use it freely). Perhaps hit points could in some way limit the number of times a character can use ki in a day? For a lot of things I've read, ki attacks take up a stunning attack to use them (assuming that the character is a monk), or are only usable a few number of times a day. Perhaps instead of that, take the subdual damage that you have a character taking when they use ki attacks, and add those number up cummulatively throughout the day, then only allow the characters to continue using ki until that number reaches their number of hit points. This system is very similar to the way a psion uses power points. Taking subdual damage for using at attack seems a little too light of a punishment, because it's treatable too easily.
Actually, in a balanced party on a full adventure, this isn't too light at all. Many of these feats have extreme prerequisites, and in addition, how many clerics will spend their healing spells just to heal subdual damage when no real damage has been taken? Subdual damage adds up in an adventure.
The idea does have merit, however, and I have considered such a thing, but considering one can knock oneself out or even kill himself using too much ki, I'm apt to stick with the subdual damage system in order to keep the balance.
Deset Gled said:
I guess one of my overall feelings is that you're going to allow characters to use ki attacks that are too powerful without paying enough of a cost for using them. For most game settings, its a little unbalaced. It is, however, a lot simpler, so if it works in your games, go for it.
In practice, I think you would notice it to be pretty balanced considering the more powerful ki feats are, realistically, unavailable before like Level 30 or above. Epic Energy Manipulation, which allows access to the more powerful ki abilities, requires a 22 Constitution score, six feats, and 23 ranks in Knowledge (ki). That means that MOST character will be Level 43 before they can have access! At that level, doing hundreds of points of damage is easy for all characters as it is. I don't see many people investing in the ki feats mainly because it takes a LONG time to get use out of them, and most can divert their resources to other things. That is the balance.
Only with Saiyans does the damage get ridiculous with these feats.