Unbalanced Powers in the Expanded Psi Handbook?

Kunimatyu

First Post
Alright, for the first time since I started gaming, I'm allowing psionic characters in my next campaign. I've read the XPH fairly thoroughly, though I've only skimmed most of the power descriptions.

What XPH powers should I watch out for as a DM?

I'd prefer to have some advanced warning before the Psionic Glitterdusts start showing up. (for those of you wondering why I've singled out Glitterdust as an example, it's a 2nd level area-effect spell that doesn't allow SR, requires a Will save instead of a Fort save to blind, and can blind constructs/undead/elementals. Oh, and it makes invisible critters show up too, all for a 2nd-level spell)
 

log in or register to remove this ad

Well there's one

Move Thread to Rules Forum [Moderator, Mind-Affecting, Language Dependent] Level 1
Target: One thread

The targetted thread is shunted from the General forum, through the Astral Plane, to the Rules forum. There is no saving throw or Power Resistance check to resist this effect.
 


If you're really worried about glitterdust, then everything in the PHB and XPH except for Dodge and Toughness is overpowered.

More seriously, dispel psionics, energy missile, and energy stun are problematic, all becuase they have strange augmentations.

Dispel psionics seems to have a typo, it says "for every additional power point you spend, the bonus on your dispel check increases by 2 (to a maximum bonus of +20 for a 5-point expenditure)", and should almost certainly say "for every additional power point you spend, the maximum bonus on your dispel check increases by 2 (to a maximum bonus of +20 for a 5-point expenditure)."

Energy missile and energy stun have a DC that increases by 1 for every additional power point spent; this should probably be an increase of 1 for every two additional power points spent.

Finally, there are probably too many psionic power that grant additional actions or powers per round. Schism, temporal acceleration, fission, metamorphosis /w Metamorphic Transfer, greater metamorphosis and hustle all grant extra actions in one way or another. I'd probably consider removing all of them except for temporal acceleration and hustle, which have not been problematic in my campaigns.
 

Energy missile tops my list.

Some worry about psychic reformation, but I think it's much ado about very little.

Also, I've seen no small amount of worrying over hostile empathic transfer, but if you actually playtest it for a bit, you will soon discover that it's not all it's cracked up to be.
 


Enchanted Trinkets Complete

Recent & Upcoming Releases

Remove ads

Top