KarinsDad said:
Here I have to disagree.
Weaker abilities are irrelevant in released material. They can be ignored. My players take some of them on occasion due to the interest factor, but they are not game breaking.
Stronger abilities are often game breaking. That's the key difference. And a lot of time, it is due to synergy of other abilities.
As an example, let's take something simple like Crystal Shard. 1D6 per Power Point of damage, ranged touch attack.
Sounds harmless enough. Until one combines it with four feats:
Point Blank Shot, Psionic Shot, Greater Psionic Shot, Psionic Meditation
This can occur at level 7 for a Wilder. Sure, it used up a lot of feats. But it is a combo that allows the Wilder to shoot 5D6 ranged touch attacks that have very few defenses nearly every round for a single PP.
Well, to use your own comparison, a 7th level warlock can shoot 4d6 ranged touch attacks every round. It costs zero feats. Four feats for +1d6 is hardly anything to be concerned about. The crystal shard is not affected by SR, but with one or two of those four feats, the warlock could get Spell Penetration and Greater Spell Penetration.
At 7th level. For 50+ rounds per day. If the Wilder faces a real powerful opponent, s/he can boost it to 14D6. 14D6 with few defenses will take out or seriously damage most opponents a 7th level Wilder will face.
The warlock can also boost his blast by taking Sudden Empower and/or Sudden Maximize. Also, to improve his damage output, he can take Eldritch Chain, and thereby damage multiple opponents.
Levitate up (which has a long enough duration to last several encounters) for 3 PP and then blast away until nothing is left standing. At higher level, use Empower instead against tough foes and use this with low PP against weaker foes.
Fell Flight for zero PP, and you don't have to touch the ground at all, all day long.
Compare that to the Warlock. 4D6 instead of 5D6. He can throw Invocations on his blasts, but then again, the Wilder has powers similar to Invocations. And, the Warlock cannot boost it to 14D6.
Sure, the Warlock can do it all day long. But, 3.5 DND is not a game of all day long. It's a game of (typically a maximum of) 3 to 5 encounters of maybe 3 to 8 rounds each. The Wilder has the same amount of longevity as the Warlock for all intents and purposes, but has the Big Gun that the Warlock would have difficulty matching.
To play in this sandbox, the Warlock could choose similar options. If he takes a Psionic race and these same four feats, he too can boost his Eldritch Blast. At 7th level, he does 8D6. Double his normal damage output and he can put Invocations on it still. The only difference (IIRC, I do not have my book in front of me), is that Spell Resistance applies for the Warlock and his range is better. For the Wilder, SR does not apply.
Yup. Looks more or less even to me. A pile of feats versus slightly less base damage and less ability to nova, even ignoring per-day limits, which do often come into consideration once the wilder starts to pull out his fully augmented shots. He gets only 5 or six of those per day, if he does nothing else, and will run out well before 3 to 5 encounters of 3 to 8 rounds each has passed if he's not careful. Once he's done, he's done. The warlock gets less nova ability (it's tied to his Sudden feats), but he simply does not run out of juice no matter what he does.
Btw, I am not saying that this is a game breaking combination.
So, why did you post this after your comments about game-breaking synergies as though this were an example of such?
I suspect that when Fighters can Fly with Martial Powers in 4E, overly powerful combos like this might start becoming possible. I hope not, but this combo slipped into Psionics.
I thought you said this wasn't supposed to be a game-breaking combo.
I don't expect anyone will be doing much flying in 4E. They've said somewhere that they plan to remove effects that allow characters to completely avoid interesting terrain or dungeon designs. The focus seems to be on tactical relocation, rather than altered movement modes. Expect lots of short-range, line-of-effect teleporting, but little flight or teleporting through objects.