User talk:Franken Kesey/Biological Reconstruction (3.5e Power)

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Revision as of 17:29, 16 April 2019 by Ghostwheel (talk | contribs) (Added rating.)
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RatedOppose.png Ghostwheel opposes this article and rated it 0 of 4.
Basically, what Leziad said. Same concerns precisely.
RatedOppose.png Leziad opposes this article and rated it 0 of 4.
Franken Kesey made a lot of new powers, however I feel I should point out that many of these powers show a fundamental misunderstanding on how power do and should works. Firstly it is good to have versatile powers that have nice augments, and sometime allowed to replicate a spell or two. They are more precious than spells as even a psion know less powers than a sorcerer know spells.

However these powers go too far in that regards. They make already existing powers absolutely useless and fill an entire nice with a single options. That wouldn't be a huge problems if they were simply on the Judge of Existence list, but they are on both Psychic Warrior and Psion, which make them available to 90% of psionics. Even if they were only available to the Judge of Existence it easy to get powers out of your list.

The problem with Psionic Heal is that it is the most efficient healing power with no real drawback. While psionic healing isn't handled all that well this make the Psion (essentially the psionic wizard) the best healer in the game, not the egoist, the psion. Both able to rid of ability damage, status effect and heal a huge chunk of HP with minimal cost and no power selection tax beside the first.

This turn all psions into incredibly effective healers and that not good. Also it on the wrong discipline, healing is psychometabolism.

EDIT: Still an extremely efficient non-personal healing, that make existing powers redundant and is on the Psion/Wilder and Psychic Warrior list. The bulk of my problem with this remain.


Thank you for rating, appreciate the feedback. Will respond to some of your point to find ways to make this better.

  1. To your first point that psionics are weak at healing, agreed. This is why this was made. Further, standard options are mostly personal, this gives a touch healing ability which was absent.
  2. What other healing abilities are you referring to? All in SRD are personal, and cannot be used on others.
  3. The healing does have a cap (10d8), which is about the same as a spell caster using a similar spell.
  4. The cure of fatigue and sickness are admittedly accessible at a much lower level than a spell caster could cast heal. However, they are only two weak effects. You make a good point about their level, and changed to a higher augment.
  5. The latter cure effects though are accessible at a level near where heal would be found. But there is a much smaller selection of effects which a manifester can cure. If you can think of a better way to do cure effects, I am all ears.
  6. Yes, this is much like cure moderate wounds and heal combined. This is due to manifesters mostly having a very limited known power list -- especially the wilder who only gets 11 powers at 20th. However, do agree that an overall increase in power is in order, thus have changed some of the cure options and made more things augments.
  7. The cure spells are in the conjuration discipline which translates to metacreativity in psionics. I understand that the healing subdisipline of powers falls under psychometabolism, but most of those are personal and this is a touch. But changed the discipline.
  8. Lastly, changed the HP healing from ML to augments.

Made a few changes to the page, please check them out.--Franken Kesey 13:37, 11 April 2019 (MDT)

Removed most of the cure conditions effects, created a new power that does that instead (found here)--Franken Kesey 10:29, 16 April 2019 (MDT)