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To Psi or Not to Psi?
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<blockquote data-quote="nameless" data-source="post: 1437057" data-attributes="member: 1543"><p>I used psionics a fair amount in my 3.0 game, and I can safely say that psions/psywars did not dominate any of it unfairly. A fully buffed Psychic Warrior is a thing to behold, but it's really quite impractical. For one, they will spend 1/2 to 3/4 of the combat moving around casting buff spells on themselves. Two, they are vulnerable to dispels and other things that mess with casters and not tanks, and three, then can only do it once per day (usually) and exhaust all of their spellcasting. When not buffed, they are quite mediocre.</p><p></p><p>The only thing that ever caused any problems whatsoever was the Telepath. In noncombat encounters, his social skills dominated the situations (and sometimes Dominated them). In combat, he had some nice tricks that made him more offensive than the clerics and less than the wizards. Of course, this game was fairly monty haul and we all had incredible stats (which lends itself remarkably to 3.0 psionics).</p><p></p><p>I imagine the soulknife will be slightly more versatile in combat than the rogue, at the cost of noncombat versatility. And that also comes with making sure to not run out of power point steam. Not having seen it, I can't say for sure, but that's my instinct.</p><p></p><p>I'm looking forward to the 3.5 Expanded Psi Handbook. I've always liked mysterious mystical powers more than guys in robes who do geometry. Not knowing what makes magic tick goes a long way to making it seem more fantastic and dangerous.</p></blockquote><p></p>
[QUOTE="nameless, post: 1437057, member: 1543"] I used psionics a fair amount in my 3.0 game, and I can safely say that psions/psywars did not dominate any of it unfairly. A fully buffed Psychic Warrior is a thing to behold, but it's really quite impractical. For one, they will spend 1/2 to 3/4 of the combat moving around casting buff spells on themselves. Two, they are vulnerable to dispels and other things that mess with casters and not tanks, and three, then can only do it once per day (usually) and exhaust all of their spellcasting. When not buffed, they are quite mediocre. The only thing that ever caused any problems whatsoever was the Telepath. In noncombat encounters, his social skills dominated the situations (and sometimes Dominated them). In combat, he had some nice tricks that made him more offensive than the clerics and less than the wizards. Of course, this game was fairly monty haul and we all had incredible stats (which lends itself remarkably to 3.0 psionics). I imagine the soulknife will be slightly more versatile in combat than the rogue, at the cost of noncombat versatility. And that also comes with making sure to not run out of power point steam. Not having seen it, I can't say for sure, but that's my instinct. I'm looking forward to the 3.5 Expanded Psi Handbook. I've always liked mysterious mystical powers more than guys in robes who do geometry. Not knowing what makes magic tick goes a long way to making it seem more fantastic and dangerous. [/QUOTE]
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