Newsgroups: rec.games.frp.dnd
Date: Sat, 19 Dec 1992 19:27:59 -0500 
From: "Joseph E. Beck" <jb8n+@andrew.cmu.edu>
Subject: Re: Class' power (was Re: how to imprison a psionicist)
	<1992Dec19.175404.4559@jhunix.hcf.jhu.edu>


praxis@jhunix.hcf.jhu.edu (Laura L Perkinson) writes:
> In article <1992Dec19.004627.17120@sfu.ca> akostur@fraser.sfu.ca (Andre John K\
> ostur) writes:
> >In article <1992Dec18.150828.1@ulkyvx.louisville.edu> tfpayn01@ulkyvx.louisvi\
> lle.edu writes:
> >>      And that's if he's DAMNED lucky!
> >>      Folks! One point we all FORGOT (especially me! Shame!)
> >>      Psi-heds start out with a MAX POSSIBLE of 25 PSPs.  Then they can gain
> >>a MAX POSSIBLE of 14 PSPs per level!  It never gets any bigger than that!
> >Where did you get this number from? (I just don't remember coming across it).
> 
>         Check out the psionics hanbook, page 13. Tho actually, the max
> starting PSP's is 35 (assumes 18 in wis, con + int; eek!). And the max
> gain per level is 13, not 14.
> 
> >A DarkSun Halfling psionicist could conceivibly come out with 43 PSP to 
> >start plus 17 per level (that's a 22WIS, 19CON, and 20INT.  Not likely...)
> 
>         Yeah, well, that's Dark Sun for ya ;)
> 
>         So to whoever pointed out a psionicists ability to permanently
> Dominate someone with Psychic Surgery:
>         1)Note that you have to first make Contact permanent (ie, the
> whole process takes at least 2 turns, it's not some oh, just do it thing)
This is not stated in the handbook.  Was it in the errata?  All the
handbook says is that you must use the power successfully.  

>         2)You have to maintain the power you're cementing for the 10
> rounds it takes to use Psychic surgery. So to Dominate someone of level
> 6-10, you need at least 170 PSP's. That's doable by level 11 or 12,
> assuming the psi has the 18/18/18 stats. Otherwise, 14 or 15 is a more
> reasonable estimate. If the victim of Dominate is 11-15, jack up the
> total PSP's needed to 270, which is out of reach for most.
The handbook doesn't say you must maintain the power for 10 rounds.
It simply says you must use the power on the subject successfully
(implying you must have the power, and manage to get it to work to do
this).  And it will then take 10 rounds of psychic surgery to get it
to be permanent.  Was something different in the errata?

>         3)Hey, the DM might still decide that forcing the victim to do
> something against his nature ("paladin, go slaughter those orphans")
> gives a chance for another save that breaks the Dominate.
Obviously doing this would be foolish.  It's much more useful for
subtle actions (neutral government officials, etc.).  This is subtle
power, not a tactical nuke out ability.

>         Dominating your enemies sucks.
Only in hack and slash games.  In information gathering/spy groups it
is very useful.  

>  A much better use of Psychic Surgery
> is to permanently Mindlink with your friends. It's great, and requires
> only 90 PSP's.
This certainly is better.  The only problem is that all communication
most pass through the psionicist (since he only bestows the effect of
mindlink on them).  So anyone can talk to the psionicist, and the
psionicist can talk to anyone.  But, why not use psychic surgery for
both. 

>                 "Before you fuck with any of us, remember that help is
> just a thought away..."
>                 -Praxis, on Sway's "Mindnet"
Yes.  

Could you recheck the thing about psionicists having to maintain the
power for 10 rounds.  I read the psychic surgery section twice and
didn't see it.  I see how it could be read that way, but that's not
how I saw it...

	joe
Newsgroups: rec.games.frp.dnd