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D&D 3E
If you've used 3.5E rules for psionicists, what have your experiences… 
18th-Aug-2005 02:40 pm
Ren!
If you've used 3.5E rules for psionicists, what have your experiences with them been? Specifically, I'm looking for information on whether the classes are appropriately balanced with the others.
Comments 
18th-Aug-2005 05:55 pm (UTC)
Well.. on the one hand, yes, I think this is the best psionics book ever.

On the other hand.. I feel a bit munchkiny about them. :)

For example, my 3rd level Dromite Wilder can take this psionic shot feat. (He's got point blank shot and psionic shot). Psionic shot gives you +2d6 to damage on raged attacks if you expend your psionic concentration.

I LOVE this character, and he totally kicks ass. But I feel a slight twinge of guilt because the dromite already gets a free 1d6 energy ray attack, and is already small, and my guy has a high dex.

So I'm striking at like.. +7 or +8 for a 3d6 missile attack in my initial round. RANGED TOUCH. Energy damage. At an ECL of 4, I guess that's not too out of control...

But then, I'm a wilder, so I can pump that. I could probably pump another 2d6 in there I think (not sure offhand) with a wild surge. Maybe more.

And all of the races and classes and powers are pretty much like that.

So are they balanced? Theyre tuned like Formula-1 race cars. Do they fit in with other character classes? .. highly tuned characters with optimized skill, feat choices and optimized items, sure. Less expertly designed or personalized designs (like my bow-wielding wizard) ... not so much.

The psionics characters have built-in choices that are already highly optimized, though.


18th-Aug-2005 06:56 pm (UTC)
Of course thats a ONE shot deal. It would take you another round without getting hit to build up the psionic focus again. Its not that munchkiny its just a good one shot attack. Wizards at level 3 get a 2d4+2 attack, multiple times, that never miss, called Magic Missile. I think it's balanced.
18th-Aug-2005 07:05 pm (UTC)
TRUE, man. And like I said, I love the character.
18th-Aug-2005 07:41 pm (UTC)
I f i ever had a chance to play one I would jump on it like a tick onto a dogs back....did I just say that??
28th-Aug-2005 02:47 am (UTC)
I know this thread is a little old (don't get on LJ as much anymore), but I thought I should mention the beauty of psionic meditation. Get your psionic focus back as a move action, then proceed with your standard action all over again. After all, if you're firing at range, who needs to move?
18th-Aug-2005 06:23 pm (UTC)
I think that it is very well balanced. I am a huge fan of the 3.5 psionics, but I've always been a psionics buff.
I'll break down my opinions, class-by-class:
- Psion: They are like the best elements of wizard and sorcerer, wrapped into one, but with some meat trimmed. The flexibilty of what you manfiest (cast) when, with the limitation to what powers you know, coupled with the extra feats makes them formidible. The catch is that they do not get an automatic companion, but instead must blow a feat for it. Blowing the feat is very much worth the benfits of a psicrystal.
Psions are as balanced as wizards. A wizards fireball gets more potent with his caster level, but a psion using energy ball must spend more power nto it for the increase in damage. This and the display (which makes manifesting all stealthy-like difficult) make up for the lack of components.
- Psychic Warrior: Very limited on powers known and power points, and the mid-grade base attack bonus progression adds more balance. Add to that squat for skills and only a d8 for hit points, they don't appear to be beat sticks. The bonus feats, and combat effective powers, however, make them as potent as any ranger or paladin of equal level. I think the psychic warriors are a great class. I am currently playing a psychhic warrior 3 / fighter 1 gunning for the elocator PrC. Damn fun stuff. Walking into combat with 15 temporary hitpoints and a +4 shield bonus, but no shield kicks ass.
- Soulknife: The lack of weapon versatility and the lack of getting to choose a magic sword from the loot pile makes up for the nifty mindblade abilities. Also, the reduced BAB helps keep them from getting too wacky. This is a class that offers next to nothing in variety. Sure, you can take what feats and skills you want, but the class abilities are fairly locked into place. There is little difference between two soulknife characters in terms of capability, unlike fighters or ranger.
- Wilder: These guys get crazy powerful. However, they have ass for variety of powers in their arsenal, and if they use their wild surge, the chance of getting a "short circuit" can be devastating. Only ever knowing two first level powers (where a second level psion knows five) is a pain in the ass. You must be very careful in what powers you choose.
Each is balanced, in their own rights. The I think a 10th level soulknife and a 10th level fighter could go tow-to-toe with 1:1 odds.
In April, WotC is releasing the Complete Psion, the final installment of their Complete "class-category" series. I am very excited about this book.
18th-Aug-2005 09:32 pm (UTC)
You forgot to mention that the only thing preventing a Psion or Wilder from wearing armor is a feat.
18th-Aug-2005 06:34 pm (UTC)
I like psionics, but you have to be a bit careful with thim. If you mix psi and magic, you'll find that there are real strengths and weaknesses in each. Also, it can get complex to give out loot to people who use psi and people who use magic.

For specifics, in the psi campaign I'm in (on break for a while, but hoepfully starting back up soon), we have a psion:Kineticist and a soulknife.

The Psion is a damage monster. Better than a sorcerer I believe, but weaker than a tuned warmage. Some of the ability to hit multiple targets at range with lots of energy types is pretty brutal. The weakness is they can do absolutely nothing to help their friends. Everything is either personal or ranged damage. But you know, I'm o.k .with that.

The Soulknife has been a really interesting character so far, but I can see the issue with them all looking the same over time. Really, I see soulknives as either going for stealthy warrior (always armed, so can appear unarmed whenever they need to), or full on fighter mode. I'd use them alongside other PCs though.

I too am really looking forward to Complete Psionics. At the moment psions have very few expansion bits scattered across the other books, and I found most of those less than stellar.
18th-Aug-2005 07:00 pm (UTC)
My favorite abilities that the Psions have is that they get to use as many PP per round as they have levels, so a 10th level Psionicist can use 10 pp and most powers get stronger the more PP (power Points) you put into them so a level 1 ability can be useful if you use enough PP in it. Also I LOVE the prestige classes (Esspecially the Pyrokinetic SWEET). I, in the long run, think they are the same power level of the other classes perhaps even a tad weaker, because in the long run they are kind of limited. They just have some unique abilities that I think make up for it as well.
18th-Aug-2005 08:10 pm (UTC)
I tended to find a combat focused psi as more powerfull, level by level , than a combat focused sorcerer. The psi dished out more D6 per round damage, with higher saves in general. Especially if they were fighting only a single or small group of enemies. Against an army sized foe (where you really want to use huge area effects) the difference became less pronounced.
18th-Aug-2005 07:08 pm (UTC)
I made a level 12 NPC Psion(Telepath) to help the group mentioned in the previous post (due to a lack in manpower for the party). He has Psychic Crush and Mind Switch, so I'm figuring these two powers are potent enough to assist the group in question, at least just by reading the power descriptions.

Mind Thrust seems a little overpowered for a level 1 power too....
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18th-Aug-2005 09:33 pm (UTC)
I agree entirely.
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19th-Aug-2005 02:20 am (UTC)
i have that book and i admit, at first glance, i was a little squeemish about the complexity of the rules. but after a while of study, a bit of web browsing and some consultation form the local gang, i have come to understand the basics for the game. it's like magic but with a point limit instead of a spell limit.
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