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The Psion
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<blockquote data-quote="PrecociousApprentice" data-source="post: 4405564" data-attributes="member: 61449"><p>Here is my feedback so far.</p><p></p><p></p><p>So this is a mirror of the Wizard implements. Is it necessary to mirror them in this way? Are you trying to recreate the 3.x psion? I would say that creating a psion from the ground up in 4e would be better. I never really liked the whole crystal fetish thing, but I understand trying to stick to the flavor of the WotC psion.</p><p>I have never liked the psionics skill. Why not use the Arcana skill? It seems like it would fit pretty well. Maybe religion? Either way, an undefined new skill that is just there to “do what arcana does for arcane casters, only for psionicists” seems somewhat pointless.</p><p>I like the idea of “cantrip”-like powers, but I wonder how much this steps on the toes of the wizard. The Artificer already does this, and since these are mostly to add flavor, I think they are cool. I wonder about the power of these though.</p><p>This is a direct rip off of the wizard class. I would rather see a different class than “a wizard with a few different powers and some different flavor”. Giving us new mechanics that are balanced is the goal. If I wanted to use a reflavored wizard, all I would need to do is change the flavor text of the wizard. I would like to see new mechanics for class features instead of cut and paste with a little serial number filing.</p><p>Mechanics are too similar to Staff implement wizards.</p><p>Mechanics are too similar to Orb wizards. </p><p>Mechanics are too similar to Wand wizards. To tell you the truth, I don't really think about implements at all when thinking about psions. I think about matery of the mind and body and self sufficiency, not guys with toys. I think that different class features would be better.</p><p>Again, sounds very much like the wizard. Isn’t this supposed to be a new class?</p><p>Here is a new mechanic. I think that this might be a little unbalanced though. This effectively allows the use of an extra encounter power once a day. All it costs you is an at-will? I think that maintaining the at-will/encounter/daily ratio is necessary for game balance. The only time that I am aware that this is violated is with the Multiclass feats. You gain an at-will as an encounter. Notice that this is basically the opposite direction than you are going with this. </p><p>Is there a reason for this section? Linking the talents to any discipline seems unnecessary. I found no mechanical effect of this in your document. Did I miss something? You could probaby just cut this section.</p><p>This is an amazing power! Talk about scouting potential. It won’t really affect a battle, but this gets back toward the scry and die model that wizards was trying to avoid. The psion will be the scout of the party. This might not be a desired consequence. I think flavor wise it fits, I am just unsure if this is overpowered as a devotion (cantrip).</p><p>Who needs equipment? I think that this is pretty powerful. Maybe too powerful.</p><p>Can the target resist this? </p><p>This is strictly better than the wizard power Mage Hand. Can this be used on creatures? This should be explicitly described. I would basically just cut and past the Mage Hand power text here because it seems like you are trying copy it. If you are trying for a power up, I would ask why you are giving a power up to an essentially free power that is for flavor effects anyway. Probably too powerful, even if you clear up the creatures thing.</p><p>I am basically going to compare this to Thunderwave and Scorching Burst, because they are the closest things. For Thunderwave, the damage is right in line, the attack vs.Wil is better than vs. Fort, Range 10 burst 3 is MUCH better than close blast 3, while pull 1 is almost worthless compared to push wis bonus. Comparing it to Scorching Burst because it is ranged area damage, the damage is right in line, vs. Wil is better than vs. reflex, area burst 3 is MUCH better than burst 1, and you get a pull 1 on top of it all. Since these are the two best at-wills of the wizard, I would say that this one power alone outclasses the wizard at-wills. Way too powerful.</p><p>This one compares pretty well with Ray of Frost. Different status effect, better Attack. This might be just a little better than Ray of Frost, but it compares pretty well.</p><p>Single target ranged Thunderwave that is a basic attack. This is better than Thunderwave in my opinion. Probably too powerful.</p><p>Like Magic Missile, only closer and gives a status effect. The status effect is weak, so they are basically equal. I would probably take Magic Missile. The biggest difference is that it targets Will. This makes it close to +2 to attack. Hard to tell. Probably about right.</p><p>This is better than Scorching Burst in every way except that it targets Fort instead of Reflex. It can hit almost three times as many enemies and is force instead of fire damage. Except for damage and range, this is as good as the wizard level 7 attack power Fire Burst, which is an encounter power. Too powerful. </p><p>Close to Icy Terrain. Better damage, push instead of prone, and an ongoing damage causing effect. I would say that this needs to be toned down.</p><p>Better attack than Chill Strike, but damage and effect are the same. Basically Chill Strike with a different damage keyword and a +2 to hit. Slightly over powered.</p><p>This is a huge burst. Better area than anything that a wizard can do for many levels. Low damage but status effect. For minions, this outclasses anything that a wizard can do. Too powerful.</p><p>Huge area. 81 squares! good damage for an encounter, and a minor perk in the push. Too powerful.</p><p>Interesting. I will have to think on this.</p><p>Higher damage than the wizard can do at this level, but comparing it to Acid Arrow, I am not sure this is overpowered. The continuing damage of Acid Arrow puts it over the top of this one, and the only thing that Energy Ray has to compete is the choice of damage keyword. Not Bad.</p><p>16 squares of area damage that is close, for small initial damage but medium ongoing damage. The vs. Will attack makes this a good one, and the area is large but not huge. I think that this may be OK, but I will think about it more later.</p><p>Big damage with two status effects. Good, but not likely great. Probably balanced.</p><p></p><p>So there is my review of the Psion through first level. I hope that I didn't come off as too negative. I like psionics, so I was giving you what was meant to be constructive criticism. Let me know it this helps. I could do more.</p></blockquote><p></p>
[QUOTE="PrecociousApprentice, post: 4405564, member: 61449"] Here is my feedback so far. So this is a mirror of the Wizard implements. Is it necessary to mirror them in this way? Are you trying to recreate the 3.x psion? I would say that creating a psion from the ground up in 4e would be better. I never really liked the whole crystal fetish thing, but I understand trying to stick to the flavor of the WotC psion. I have never liked the psionics skill. Why not use the Arcana skill? It seems like it would fit pretty well. Maybe religion? Either way, an undefined new skill that is just there to “do what arcana does for arcane casters, only for psionicists” seems somewhat pointless. I like the idea of “cantrip”-like powers, but I wonder how much this steps on the toes of the wizard. The Artificer already does this, and since these are mostly to add flavor, I think they are cool. I wonder about the power of these though. This is a direct rip off of the wizard class. I would rather see a different class than “a wizard with a few different powers and some different flavor”. Giving us new mechanics that are balanced is the goal. If I wanted to use a reflavored wizard, all I would need to do is change the flavor text of the wizard. I would like to see new mechanics for class features instead of cut and paste with a little serial number filing. Mechanics are too similar to Staff implement wizards. Mechanics are too similar to Orb wizards. Mechanics are too similar to Wand wizards. To tell you the truth, I don't really think about implements at all when thinking about psions. I think about matery of the mind and body and self sufficiency, not guys with toys. I think that different class features would be better. Again, sounds very much like the wizard. Isn’t this supposed to be a new class? Here is a new mechanic. I think that this might be a little unbalanced though. This effectively allows the use of an extra encounter power once a day. All it costs you is an at-will? I think that maintaining the at-will/encounter/daily ratio is necessary for game balance. The only time that I am aware that this is violated is with the Multiclass feats. You gain an at-will as an encounter. Notice that this is basically the opposite direction than you are going with this. Is there a reason for this section? Linking the talents to any discipline seems unnecessary. I found no mechanical effect of this in your document. Did I miss something? You could probaby just cut this section. This is an amazing power! Talk about scouting potential. It won’t really affect a battle, but this gets back toward the scry and die model that wizards was trying to avoid. The psion will be the scout of the party. This might not be a desired consequence. I think flavor wise it fits, I am just unsure if this is overpowered as a devotion (cantrip). Who needs equipment? I think that this is pretty powerful. Maybe too powerful. Can the target resist this? This is strictly better than the wizard power Mage Hand. Can this be used on creatures? This should be explicitly described. I would basically just cut and past the Mage Hand power text here because it seems like you are trying copy it. If you are trying for a power up, I would ask why you are giving a power up to an essentially free power that is for flavor effects anyway. Probably too powerful, even if you clear up the creatures thing. I am basically going to compare this to Thunderwave and Scorching Burst, because they are the closest things. For Thunderwave, the damage is right in line, the attack vs.Wil is better than vs. Fort, Range 10 burst 3 is MUCH better than close blast 3, while pull 1 is almost worthless compared to push wis bonus. Comparing it to Scorching Burst because it is ranged area damage, the damage is right in line, vs. Wil is better than vs. reflex, area burst 3 is MUCH better than burst 1, and you get a pull 1 on top of it all. Since these are the two best at-wills of the wizard, I would say that this one power alone outclasses the wizard at-wills. Way too powerful. This one compares pretty well with Ray of Frost. Different status effect, better Attack. This might be just a little better than Ray of Frost, but it compares pretty well. Single target ranged Thunderwave that is a basic attack. This is better than Thunderwave in my opinion. Probably too powerful. Like Magic Missile, only closer and gives a status effect. The status effect is weak, so they are basically equal. I would probably take Magic Missile. The biggest difference is that it targets Will. This makes it close to +2 to attack. Hard to tell. Probably about right. This is better than Scorching Burst in every way except that it targets Fort instead of Reflex. It can hit almost three times as many enemies and is force instead of fire damage. Except for damage and range, this is as good as the wizard level 7 attack power Fire Burst, which is an encounter power. Too powerful. Close to Icy Terrain. Better damage, push instead of prone, and an ongoing damage causing effect. I would say that this needs to be toned down. Better attack than Chill Strike, but damage and effect are the same. Basically Chill Strike with a different damage keyword and a +2 to hit. Slightly over powered. This is a huge burst. Better area than anything that a wizard can do for many levels. Low damage but status effect. For minions, this outclasses anything that a wizard can do. Too powerful. Huge area. 81 squares! good damage for an encounter, and a minor perk in the push. Too powerful. Interesting. I will have to think on this. Higher damage than the wizard can do at this level, but comparing it to Acid Arrow, I am not sure this is overpowered. The continuing damage of Acid Arrow puts it over the top of this one, and the only thing that Energy Ray has to compete is the choice of damage keyword. Not Bad. 16 squares of area damage that is close, for small initial damage but medium ongoing damage. The vs. Will attack makes this a good one, and the area is large but not huge. I think that this may be OK, but I will think about it more later. Big damage with two status effects. Good, but not likely great. Probably balanced. So there is my review of the Psion through first level. I hope that I didn't come off as too negative. I like psionics, so I was giving you what was meant to be constructive criticism. Let me know it this helps. I could do more. [/QUOTE]
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