I feel like I must be missing something in the rules.
Here's the background:
I don't know psionics.
I DM for a group of fairly experienced players.
Two of them like psionics.
When I had seen them used in play once before I figured they were mostly personal augmentation spells with very limited offensive ability (because this is how I had seen them played in other games before). So, when one of my players really wanted to add psionics into the game, I trusted his decision and okayed it (I know now I should've said no, but like I said, I trusted the player...). Figuring it be like having a sorcerer in the party.
Now I've seen it. uggg
A 3rd level wilder launched a 5d6 energy ray as a ranged touch spell with no save and there's no damage cap.
This character now far outstrips the other casters in the group.
What am I missing?
Not to start a rant here, but are psionics really that over-powered?
Should they just NOT be paired with arcane and divine spellcasters?
Are there ways to tone them down to make them more reasonable?
Are there things in the Rulebooks that I can use to bring the power level down?
Are there things about the Wilder that I am missing (errata maybe?)...
-But if a wilder can surge virtually every round, with only a small percentage chance of being dazed next round... there doesn't seem to be any down side and he effectively becomes a 5th level caster in a party of 3rd level characters fighting 3rd level encounters... Agh! I feel like this completely openned a can of worms that I like to slam shut --- but I don't want to just say "tough luck" to my player.
(perhaps making arcane spell failure apply to psionics...)
(perhaps other limiting factors...)
**Also is wild surge rolled for BEFORE The completion of the spell or after?
Here's the background:
I don't know psionics.
I DM for a group of fairly experienced players.
Two of them like psionics.
When I had seen them used in play once before I figured they were mostly personal augmentation spells with very limited offensive ability (because this is how I had seen them played in other games before). So, when one of my players really wanted to add psionics into the game, I trusted his decision and okayed it (I know now I should've said no, but like I said, I trusted the player...). Figuring it be like having a sorcerer in the party.
Now I've seen it. uggg


A 3rd level wilder launched a 5d6 energy ray as a ranged touch spell with no save and there's no damage cap.
This character now far outstrips the other casters in the group.
What am I missing?
Not to start a rant here, but are psionics really that over-powered?
Should they just NOT be paired with arcane and divine spellcasters?
Are there ways to tone them down to make them more reasonable?
Are there things in the Rulebooks that I can use to bring the power level down?
Are there things about the Wilder that I am missing (errata maybe?)...
-But if a wilder can surge virtually every round, with only a small percentage chance of being dazed next round... there doesn't seem to be any down side and he effectively becomes a 5th level caster in a party of 3rd level characters fighting 3rd level encounters... Agh! I feel like this completely openned a can of worms that I like to slam shut --- but I don't want to just say "tough luck" to my player.
(perhaps making arcane spell failure apply to psionics...)
(perhaps other limiting factors...)
**Also is wild surge rolled for BEFORE The completion of the spell or after?
So does this "manifesting" mean when the power BEGINS or when the power EFFECTS come into being. My understanding is that it would be when the EFFECTS come into play (in the same way a summoner need not make all the choices of his summoned spell until after the spell is finished casting...), but if it were when the power BEGINS to be "cast" it would at least be a balancing factor for the wilder...srd said:A wilder can choose to invoke a wild surge whenever she manifests a power.