From: jdelisle@udel.edu (J. G. Delisle)
Subject: Re: Class' power (was Re: how to imprison a psionicist)
News-Software: VAX/VMS VNEWS 1.41    
Organization: Boyz from the Dwarf
Date: Fri, 18 Dec 1992 02:12:00 GMT

In article <1gr21hINNgqd@master.cs.rose-hulman.edu>, operbwt@nextwork.rose-hulman.edu writes...
[stuff about psi's being balanced deleted]
> 
>Yeah, but the Psionicist can do the following:
> 
>	1.  Turn shadow form
>	2.  Disintegrate oponent until opponent dies
>		a.  Psionicist is in shadow form and cannot be disintegrated
>		b.  Oponent eventually fails his/her save
> 
>Bingo, Psionicist wins.
	Yeah, but what level does a psi have to be to pull this off? Assuming
no PSP bonuses (10/level, 20 to start), two disintegrates can't be done until
7th level, then throw in the cost for shadown form, and we're talking 8th+
level.

>Or, the following:
>	1.  Turn shadow form
>	2.  Contact opponent
> 	3. [use invincible foes or domination]
>Bingo, Psionicist wins.
	Sure, you can dominate, but not for long. It gets _very_ expensive.
I don't remember about IF, tho.

>Basicly, the Psionicist is REAL tough!  All through the levels, psionicists  
>gain powers which are very helpful.
>Examples:
>	1.  Psionicists can fly or teleport at level 1

	 Expensive. Once per day, in most cases.
>	2.  Psionicists can make all mighty weaponry with psionic powers

	 It takes time... if the psi's want to make weapons while the
mages are researching new (and deadlier) spells, fine. 
>	3.  Psionicists have "Wrench" which is awesome against undead
>	4.  Psionicists can heal others

	 Yes, but both are expensive. 4 (or 5?) PSP's per hit point means
a character is only going to get about 10 hit points out of a low-level psi.
About the same as two cure light wounds, and the cleric isn't drained. Wrench
takes 8 PSP's a round, and is almost too expensive for multiple undead (when
was the last time your group was attacked by just _one_ level drainer?)
>	5.  Psionicists are the ultimate escape artists (shadow form,  
>ectoplasmic, teleport, dimension door, ...), all basicly at will

	 Most are single person effects, and have a limited effective range,
due to PSP limits. Of course, the other players are sure to remember how 
your psi left their characters stranded... ;-)
>	6.  Psionicists have the most diversified powers of any class(healing,  
>combat oriented such as bio-feedback, distance attacks such as mind blast or  
>invinsible foes, thief type sneaky abilities)  Psionicists are everything  
>rolled into one.

	Yes, but they're not as good at any one as other classes. They're more
"jack of all trades" than bards!

>Psionicists are certainly worthy of the "most-powerful class" title.  Although  

	Not. It's all in how they're used. Here's how a mage can take somebody
out... (assume a 6th level mage):
	1. Cast protection from normal missiles
	2. Cast levitate, and go up about 150 feet (in case there are a few
	   magical missles flying around)
	3. Cast fireball or lightning bolt against your opponent
	4. If it's a group, use Snilloc's snowball swarm (30' rad, 6d3 damage).
	   For an individual, drop to 60 feet, and use Aganazzar's scorcher
	   (60' range, 3-18 damage per round, lasts 2 rounds, no saving throw).
	5. magic missile x 3 (or is it 4?)
Against a single opponent, that's 54 points of damage, assuming all saving
throws are made, and damage is below average. Now, if our victim doesn't make
any saves, that number goes _way_ up. And of course, that's not even using
a spell point system, or a specialist of any type...
	It's not what you have, it's how you use it!

	Joe Delisle

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