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Yet another... Psionic Combat
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<blockquote data-quote="Johno" data-source="post: 449530" data-attributes="member: 4388"><p>I allow the use of metapsionic feats to be applied to the Combat modes, (but the cost may not exceed the standard limit, 2*lvl -1)so you can Quicken, and Heighten a power.</p><p></p><p>The problem is increasing one die is not enough. The risk/reward ratio is not high enough.</p><p></p><p>For a player to want to spend a round attacking a psionic opponent (for they are the only ones worth attacking psionically, until you can mind blast, but that uses up a large number of points) with combat modes, you need the reward to be commiserate to the risk. The risk is nothing happens, and the round and power points are wasted, making the player feel useless.</p><p></p><p>At the moment, as the combat modes use Will saves, the best saves of a psion. Most players will tell you, you don't try to fry a rogue with <em>fireballs</em>, you don't try to poison a fighter, or <em>charm</em> a cleric. Yet this is exactly the kind of stunt the Psion is trying to do and with a lot of randomness thrown in: d20 to set save, save varies according to defense in a non-predictable fashion.</p><p></p><p>At ninth level, a psion will have a Will save of around +12 to +17 (+17 assumes maxed out Seer +6 Base, +6 Wis, +3 Item, +2 Iron Will) At present, the chances of even touching these Psions (9th level) is so low it is rediculous. The only way you are going to have a chance is to get them flat-footed. </p><p></p><p>And who suffers the most randomness and ambushes in a game? NPCs or PCs?</p><p></p><p>So working off the EXPECTED damage per attack and defense, I made the changes above. I also wanted there to be a reason to take the Psionic bastion, Mind trap, Mental adversary, and Disarm mind feats. This assumes that the number of psionic encounters per day is low, I wouldn't recommend going up against a cabal of mindflayers until 15+.</p><p></p><p>I'm working on some more changes and feats, but now: Off to work!</p></blockquote><p></p>
[QUOTE="Johno, post: 449530, member: 4388"] I allow the use of metapsionic feats to be applied to the Combat modes, (but the cost may not exceed the standard limit, 2*lvl -1)so you can Quicken, and Heighten a power. The problem is increasing one die is not enough. The risk/reward ratio is not high enough. For a player to want to spend a round attacking a psionic opponent (for they are the only ones worth attacking psionically, until you can mind blast, but that uses up a large number of points) with combat modes, you need the reward to be commiserate to the risk. The risk is nothing happens, and the round and power points are wasted, making the player feel useless. At the moment, as the combat modes use Will saves, the best saves of a psion. Most players will tell you, you don't try to fry a rogue with [i]fireballs[/i], you don't try to poison a fighter, or [i]charm[/i] a cleric. Yet this is exactly the kind of stunt the Psion is trying to do and with a lot of randomness thrown in: d20 to set save, save varies according to defense in a non-predictable fashion. At ninth level, a psion will have a Will save of around +12 to +17 (+17 assumes maxed out Seer +6 Base, +6 Wis, +3 Item, +2 Iron Will) At present, the chances of even touching these Psions (9th level) is so low it is rediculous. The only way you are going to have a chance is to get them flat-footed. And who suffers the most randomness and ambushes in a game? NPCs or PCs? So working off the EXPECTED damage per attack and defense, I made the changes above. I also wanted there to be a reason to take the Psionic bastion, Mind trap, Mental adversary, and Disarm mind feats. This assumes that the number of psionic encounters per day is low, I wouldn't recommend going up against a cabal of mindflayers until 15+. I'm working on some more changes and feats, but now: Off to work! [/QUOTE]
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