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Psionics

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I'm wanting to (finally) add psionics to my game, however the majority of my players state it is overpowering to a massive huge scale.

Reading the book, it does not /seem/ too overpowering, so i'm gonna ask all of you, why is it overpowering, and what can be done to make it less overpowering/rebalance it? I'[m fine with doing anything from editing powers, to the classes, to altering some of the rules to make it fit.

Psionics

Its a traditional WOTC splat-book, its wildly overpowering vs. other classes, especially with even the slightest bit of leniancy, even more so with min/max, and powergaming. Hit up their forums, there's examples of just ridiculous characters.

>oooh it's tux

>get him

>me get him?

>are you insane?

Psionics

I know, looking at the powers alone they are a bit much -- editing the powers to do less damage for one thing might help at least. Given that the psionic classes are closer to magic users in many games out there (no prepared spells, basically a mana pool) certain things would of course have to be done to make them workable as a decent, balanced part of a campaign.

Thats mostly what im looking for -- how to edit the psionics so they still make sense, yet are not absolutely godly. A first level or third level Psion is relatively weak, however the higher the levels, they look to become far more powerful than even wiz/sorcs, (who also tend to suck at lower levels, yet are decent at higher levels).

Allowing Psionics [i]as it is in the book[/i] is campaign-suicide, that much is clear. However, I like them enough and think them an interesting enough addition that I would like to have them reworked some so that they dont slaughter campaigns -- which could also help other DMs here who might like to have added Psionics yet didn't want to go to the trouble of lowering their relative power ('cause really, playing with the rules in such a way is only for the REALLY bored, or those that REALLY are into it -- or both).

"The beatings shall continue until morale improves"

Psionics

Well, considering most of the baddies you have us encounter (Couldn't a human we meet be AN ACTUAL, REGULAR, NORMAL HUMAN for once??) are player-splats..............

Heh.

Honestly, I don't see how Psionics can be added to this campaign as it is......Maybe some esoteric cult, or something.

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Psionics

Well, considering most of the baddies you have us encounter (Couldn't a human we meet be AN ACTUAL, REGULAR, NORMAL HUMAN for once??) are player-splats..............

Heh.

Honestly, I don't see how Psionics can be added to this campaign as it is......Maybe some esoteric cult, or something.

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Psionics

Saber's Sorcerer and Oracle from FFRPS are very close to psionics (both use a mana pool concept) in how they work. You might want to use these as examples. You can find everything for FFRPS at his website, which can be found [url=www.opnpw.com/saber/srd]here[/url].

>Stick your finger through it, and scrape the shit out your ass with your finger

Psionics

[quote="Paddon"]Well, considering most of the baddies you have us encounter (Couldn't a human we meet be AN ACTUAL, REGULAR, NORMAL HUMAN for once??) are player-splats..............[/quote]

Just wondering, how do other people see this as meaning? I meant it that there're alot of baddies that you can't win a fight against, encouraging you to RP the scenario, which is what Phee was aiming for in the first place! Does anyone else read in there that Phee's a bad GM, or the setting's horrible?

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