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<blockquote data-quote="Erekose13" data-source="post: 1495680" data-attributes="member: 3387"><p>Ok here comes the big DM ruling. I have gone back over the discussions on the boards that I frequent as well as looking more thuroughly through the Psionics Handbook and Expanded Psionics Handbook. The rules are vague in the 3.0 version and I believe that the 3.5 version is the way that the power was intended to work. So here it is:</p><p></p><p>Those trapped in the cocoon cannot be harmed physically (besides cutting off their airsupply) without cutting them loose. </p><p></p><p>I will allow it to remain as a second level power as is with that sentence added in. In this particular case I have been handling it completely wrong as the creatures are large which kinda makes it all moot, and they are indeed immune to crits. So for this battle the cocoon works on the wolves keeping them out of the battle until the stands wear off.</p><p></p><p>On the other topic of the balance between spells and powers there are a lot of factors that play into where the authors decided to place the balance. From the ability to use a particular power many times a day, to the versatility that the power point system offers, to multistat dependancy. Pegging powers at a slightly lower point on the balance scale was the right way to go in my opinion. With the use of scaling offered in If Thoughts Could Kill damage-wise the psion was brought up to a balanced point.</p><p></p><p>My comments on specific powers mentioned: Animal Affinity is too powerful and can easily be broken. As no one has tried to brake it yet in any of my games I havent bothered to update it to the 3.5 version of things. Schism is worse than haste, but haste was always the most powerful spell in a wizards arsenal (above many higher level spells). So leaving Schism as is given the demise of Haste is fine with me. Psychofeedback is just sick and wrong. No power or spell should be able to grant you a +100 DC to your Disintigrate, ever. Once again no one has abused it in my campaigns so I havent provided any particular ruling on it. There are a few more that are sick and wrong, but all in all SerpentEye's character is not taking advantage of any of them so I have no qualms.</p></blockquote><p></p>
[QUOTE="Erekose13, post: 1495680, member: 3387"] Ok here comes the big DM ruling. I have gone back over the discussions on the boards that I frequent as well as looking more thuroughly through the Psionics Handbook and Expanded Psionics Handbook. The rules are vague in the 3.0 version and I believe that the 3.5 version is the way that the power was intended to work. So here it is: Those trapped in the cocoon cannot be harmed physically (besides cutting off their airsupply) without cutting them loose. I will allow it to remain as a second level power as is with that sentence added in. In this particular case I have been handling it completely wrong as the creatures are large which kinda makes it all moot, and they are indeed immune to crits. So for this battle the cocoon works on the wolves keeping them out of the battle until the stands wear off. On the other topic of the balance between spells and powers there are a lot of factors that play into where the authors decided to place the balance. From the ability to use a particular power many times a day, to the versatility that the power point system offers, to multistat dependancy. Pegging powers at a slightly lower point on the balance scale was the right way to go in my opinion. With the use of scaling offered in If Thoughts Could Kill damage-wise the psion was brought up to a balanced point. My comments on specific powers mentioned: Animal Affinity is too powerful and can easily be broken. As no one has tried to brake it yet in any of my games I havent bothered to update it to the 3.5 version of things. Schism is worse than haste, but haste was always the most powerful spell in a wizards arsenal (above many higher level spells). So leaving Schism as is given the demise of Haste is fine with me. Psychofeedback is just sick and wrong. No power or spell should be able to grant you a +100 DC to your Disintigrate, ever. Once again no one has abused it in my campaigns so I havent provided any particular ruling on it. There are a few more that are sick and wrong, but all in all SerpentEye's character is not taking advantage of any of them so I have no qualms. [/QUOTE]
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