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Why Psionics is broken and what to do to fix it
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<blockquote data-quote="Valor" data-source="post: 2993443" data-attributes="member: 43161"><p>Hi well I’d just like to say this is my first post at EN world. </p><p></p><p>I’ve been following this discussion about Psionics with great interest. As a Dm and a player I have used and have had used on me Psionics. And I got to say while there are some things I think needed to be hammered out, for the most part I really enjoy Psionics. </p><p></p><p>I think one of the key things people forget when talking about Psionics is that it is hard to compare it in some ways to the standard spell slot magic system. While yes it there are spells and powers that are very close in comparison there is so much about the systems respectfully that are different. And this is in no way a bad thing. </p><p></p><p>While I will be the first to say it there are some powers and ideas in Psionics that I find are a bit hard to fit into a match. Such things are the Metamorphosis family of powers and things like temporal acceleration. At the same time these more often then not are the same aspects of the magic system that most people have issues with as well. So it is a mute point. Overall I find that the Psionics system is one of the most balanced aspects of D&D. Well now that everyone must think I am insane let me see if I can explain. </p><p></p><p>The key and most important world in Psionics is versatility. Truth be told it is the most flexible of “magic” systems I have yet to run into in D&D. Hence the classes and powers of those classes should really reflect this. With this in mind the augmentation system is great. Since Psionic powers are not free leveling in most areas (the exception being normally range and duration), the augmentation of powers becomes very very important. Also the rule that is the core of augmentation, you can’t augment a power higher then you manifester level. This alone is one of the most balancing mechanics in Psionics. Here is an example, a Wiz/Sor casts Fireball at tenth level dealing 10d6 damage. A Psion at the same level manifesting Energy Ball at a base of 5d6 with a cost of 9 pp augmented by 1 pp to a total damage of 6d6. While yes the Save for reflex/fortitude might be higher because it is a higher level power but I don’t believe that really makes up for the 4d6 lose of damage dice. Not to mention that Energy Ball is a discipline power. </p><p></p><p>That brings me nicely into the next point. Disciplines play a very important role in the life of a Psion. I have recently started playing a telepath discipline and the one think I have noticed the most if a severe lack of standard damage dealing powers. While this can be fixed with the application of a feat it is a costly expense to spend a feat for a power such as Energy Ball, which is something all caster/manifester should have. Disciplines really do help shape what kind of character your Psion will be. It can be easily said that with the way Disciplines work the Psion class can be considered to be really multiple classes in one. With that said the only class with damage deal ability to spare is the Kinetisist. All other Psions you will find are very hard pressed to go up toe to toe with damage dealing power of the most basic kind. </p><p></p><p>While many of you have expressed concern over the fact that Psions could potentially manifest more higher level powers in one day then a slot based caster there is no other way to put it, you are absolutely right they can. So what? It’s a basic principle of the point based system that something like that would happen. As I have mentioned before the Psion is the most flexible of all caster/manifester classes. As such it is his right to do such things. While it many upset matches to have so many high powers being slung around. It does two things that are very counter productive to a Psion. One is that is drains his powers points at a phenomenal rate, augmentation aside slinging 19 pp powers around will drain you quickly no matter what you think. Secondly it will draw the attention of what ever it is you are using these powers on and that is bad for oh so many reasons, not the least of which is that now you are much significantly lower on points. While a Manifester has the option to hide his manifestation displays, for most powers and situations this is a useless option. The big flaming ball of energy is not hidden, but the slimy goo that radiates from you is…see my point? For an example lets look at the disintegrate power. While with the Psionic version of Disintegrate you deal 22d6 of damage right off the bat that number never changes. The magic version levels as high as 40d6 if I am correct, I might not be, but I know it is higher then Psionics. So even though theoretically and practically the Psion can manifest Disintegrate more times a day then a Wizard or Sorcerer they can not do as much damage with the single power as the other can. At the same time it cost a lot of pp to throw around the Disintegrate power (even though it is watered down from the magic version). One thing you might want to consider is that as the new rules for disciplines goes in Psionics now, the Disintegrate power is one of the major damage dealing powers for non-Kinetisists. </p><p></p><p>I feel it has to be said that the idea of “capping” the number of dice a power can do it counter productive. It’s a horrible idea. With the way augmentation works (if properly used) there is no need to cap the dice because they are effectively capped anyway. This is a sure way to “break” the idea of Psionic powers. </p><p></p><p>The biggest reason I find that people have issues with Psionics is that the find that Psionic characters outshine the other characters in a party. While I don’t necessarily think this is true I can very well understand why this is though so. I think I should say before I continue that it is HARD FACT that at high levels caster/manifester classes will be more powerful then non-caster/manifester classes. If this I something that you cant abide then I would recommend finding a new game. More often then not most Psionic characters can be very self-reliable to some extent, depending on the context of you campaign (I don’t mean Psionic content) and how the other players in the party are, this could be a big deal. Also I have noticed while DMing that it always turns out to be the more creative or advanced players who chose to play a Psionic class. With that said it is only natural that they might stand above the rest. But it is a game of teamwork and it is up to the individual players to realize this and to keep their ego and “my stick is bigger then your stick” mentality from the game. </p><p></p><p>Lastly I would like to address the idea that the pp system loses its balance and becomes broken at high levels. I am utterly confused by this. I cannot see in any way how the pp system changes in any which way at high levels. If anything it is what keeps the high Psionic powers from becoming unbalanced. Please if someone could please explain this in better light then convoluted random seeming judgment</p><p></p><p>As I said before nothing in D&D is perfect and Psionics is no exception. But I have always found that the Psionic system to be the most balanced of them all. From the powers, to feats to prestige classes I have found it to be a great addition to any campaign and a very balanced and well thought out material (and this includes the Complete Psionic). Unlike the magic system, which is so crowded with things from so many different settings and places. I have recently read a copy of the Spell Compendium in great detail. Afterward I had to strongly suppress my urge to sit down and cry at the madness they had unleashed in that one book. If you want to compare magic to Psionics in a balanced/unbalanced way, then I don’t see how after reading that book you could call Psionics broken or unbalanced. </p><p></p><p>This is my first post on these board so please do not be sparing in your responses.</p><p></p><p></p><p>Valor</p><p></p><p></p><p>To Home and Victory</p></blockquote><p></p>
[QUOTE="Valor, post: 2993443, member: 43161"] Hi well I’d just like to say this is my first post at EN world. I’ve been following this discussion about Psionics with great interest. As a Dm and a player I have used and have had used on me Psionics. And I got to say while there are some things I think needed to be hammered out, for the most part I really enjoy Psionics. I think one of the key things people forget when talking about Psionics is that it is hard to compare it in some ways to the standard spell slot magic system. While yes it there are spells and powers that are very close in comparison there is so much about the systems respectfully that are different. And this is in no way a bad thing. While I will be the first to say it there are some powers and ideas in Psionics that I find are a bit hard to fit into a match. Such things are the Metamorphosis family of powers and things like temporal acceleration. At the same time these more often then not are the same aspects of the magic system that most people have issues with as well. So it is a mute point. Overall I find that the Psionics system is one of the most balanced aspects of D&D. Well now that everyone must think I am insane let me see if I can explain. The key and most important world in Psionics is versatility. Truth be told it is the most flexible of “magic” systems I have yet to run into in D&D. Hence the classes and powers of those classes should really reflect this. With this in mind the augmentation system is great. Since Psionic powers are not free leveling in most areas (the exception being normally range and duration), the augmentation of powers becomes very very important. Also the rule that is the core of augmentation, you can’t augment a power higher then you manifester level. This alone is one of the most balancing mechanics in Psionics. Here is an example, a Wiz/Sor casts Fireball at tenth level dealing 10d6 damage. A Psion at the same level manifesting Energy Ball at a base of 5d6 with a cost of 9 pp augmented by 1 pp to a total damage of 6d6. While yes the Save for reflex/fortitude might be higher because it is a higher level power but I don’t believe that really makes up for the 4d6 lose of damage dice. Not to mention that Energy Ball is a discipline power. That brings me nicely into the next point. Disciplines play a very important role in the life of a Psion. I have recently started playing a telepath discipline and the one think I have noticed the most if a severe lack of standard damage dealing powers. While this can be fixed with the application of a feat it is a costly expense to spend a feat for a power such as Energy Ball, which is something all caster/manifester should have. Disciplines really do help shape what kind of character your Psion will be. It can be easily said that with the way Disciplines work the Psion class can be considered to be really multiple classes in one. With that said the only class with damage deal ability to spare is the Kinetisist. All other Psions you will find are very hard pressed to go up toe to toe with damage dealing power of the most basic kind. While many of you have expressed concern over the fact that Psions could potentially manifest more higher level powers in one day then a slot based caster there is no other way to put it, you are absolutely right they can. So what? It’s a basic principle of the point based system that something like that would happen. As I have mentioned before the Psion is the most flexible of all caster/manifester classes. As such it is his right to do such things. While it many upset matches to have so many high powers being slung around. It does two things that are very counter productive to a Psion. One is that is drains his powers points at a phenomenal rate, augmentation aside slinging 19 pp powers around will drain you quickly no matter what you think. Secondly it will draw the attention of what ever it is you are using these powers on and that is bad for oh so many reasons, not the least of which is that now you are much significantly lower on points. While a Manifester has the option to hide his manifestation displays, for most powers and situations this is a useless option. The big flaming ball of energy is not hidden, but the slimy goo that radiates from you is…see my point? For an example lets look at the disintegrate power. While with the Psionic version of Disintegrate you deal 22d6 of damage right off the bat that number never changes. The magic version levels as high as 40d6 if I am correct, I might not be, but I know it is higher then Psionics. So even though theoretically and practically the Psion can manifest Disintegrate more times a day then a Wizard or Sorcerer they can not do as much damage with the single power as the other can. At the same time it cost a lot of pp to throw around the Disintegrate power (even though it is watered down from the magic version). One thing you might want to consider is that as the new rules for disciplines goes in Psionics now, the Disintegrate power is one of the major damage dealing powers for non-Kinetisists. I feel it has to be said that the idea of “capping” the number of dice a power can do it counter productive. It’s a horrible idea. With the way augmentation works (if properly used) there is no need to cap the dice because they are effectively capped anyway. This is a sure way to “break” the idea of Psionic powers. The biggest reason I find that people have issues with Psionics is that the find that Psionic characters outshine the other characters in a party. While I don’t necessarily think this is true I can very well understand why this is though so. I think I should say before I continue that it is HARD FACT that at high levels caster/manifester classes will be more powerful then non-caster/manifester classes. If this I something that you cant abide then I would recommend finding a new game. More often then not most Psionic characters can be very self-reliable to some extent, depending on the context of you campaign (I don’t mean Psionic content) and how the other players in the party are, this could be a big deal. Also I have noticed while DMing that it always turns out to be the more creative or advanced players who chose to play a Psionic class. With that said it is only natural that they might stand above the rest. But it is a game of teamwork and it is up to the individual players to realize this and to keep their ego and “my stick is bigger then your stick” mentality from the game. Lastly I would like to address the idea that the pp system loses its balance and becomes broken at high levels. I am utterly confused by this. I cannot see in any way how the pp system changes in any which way at high levels. If anything it is what keeps the high Psionic powers from becoming unbalanced. Please if someone could please explain this in better light then convoluted random seeming judgment As I said before nothing in D&D is perfect and Psionics is no exception. But I have always found that the Psionic system to be the most balanced of them all. From the powers, to feats to prestige classes I have found it to be a great addition to any campaign and a very balanced and well thought out material (and this includes the Complete Psionic). Unlike the magic system, which is so crowded with things from so many different settings and places. I have recently read a copy of the Spell Compendium in great detail. Afterward I had to strongly suppress my urge to sit down and cry at the madness they had unleashed in that one book. If you want to compare magic to Psionics in a balanced/unbalanced way, then I don’t see how after reading that book you could call Psionics broken or unbalanced. This is my first post on these board so please do not be sparing in your responses. Valor To Home and Victory [/QUOTE]
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