The Big Picture: Psions Versus Sorcerers

KarinsDad

Adventurer
Several people on the Psion Balanced type threads have stated: "You have to look at the big picture.". I decided that they are right. You cannot just judge a few small little details one at a time.

So, I decided to list Pros of Psions versus Pros of Sorcerers. If you have a merit for one or the other and it is not already listed, please feel free to add it.

For the most part, I am not making a judgment as to whether a given merit is major, minor, or trivial (with the exception of P18 below which I consider a special case). I'm just listing out all of the merits I can think of. This is not a thread for arguing the merits of one over the other. It is a thread to list the merits of both. If you want to argue differences, please start your own thread. And yes, I understand that some of the merits I wrote, some people will disagree with. But, the intent of this thread is to get both sides a chance to compare across the board, not just on the "post du jour".

I'm also limiting my list to Core Rules Sorcerers versus Expanded Psionics Handbook Psions since these are the original source books of each. Adding in other sources can skew the concept of balance, just because those sources have to add a bunch of extra punch, just to exist. Again, if you want to talk about other books, please start your own thread. Plus, this thread is about the 3.5 rules and magic equal to psionics since that is the recommended rule. So, please limit your merits to those.

I will have three groupings, Equal (E followed by number), Pro-Sorcerer (S followed by number), and Pro-Psion (P followed by number). I'll start out with the Equal list. Feel free to add new ones, but please keep the numbering system and please do not reiterate the same merit in different words unless it really is a different merit. If something is really really trivial, either add it to the Equal list, or please don't add it at all.

I will try to be impartial and try to compare apples to apples where possible.


E1: Hit Points

E2: BAB

E3: Saving Throws

E4: Armor Proficiency

E5: Damage Scaling: Sorcerer spells scale for typically an extra D6 for up to 5 levels, then stop. Psion powers must be augmented to scale, however, Psions can augment them beyond any damage cap. Plus, Psion powers often do more damage in the first place. For example: 5D6+5 versus 5D6 at 5th level and 5D6+5 un-augmented versus 6D6 at 6th is greater damage, it is only less un-augmented damage at levels 7 through 10. Or, 5D10 versus 5D6. The Psion does more un-augmented damage at levels 5 through 7, basically equal at 8, less at 9 and 10. But, he tends to do more augmented damage at all levels. I could have put this into one merit for Sorcerers and a different merit for Psions, but I felt it was a wash.

E6: Craft items.

E7: Summoned creatures can be hedged out by several low level and easy to acquire spells for many classes such as Protection From Evil and Magic Circle of Protection. Astral Constructs are not stopped by these spells, rather there are very few spells that can stop them. They can be stopped by a (Lesser) Globe of Invulnerability (and to a lesser extent, Sanctuary), but so can low level Summon spells. Although there is very little hedging defense against Astral Constructs, Psions also have no real hedging defense against Summoned creatures, so this one is a wash.

E8: See S13.

E9: There is a not much of a selection of core Prestige Classes for Sorcerers and Psionic Prestige Classes are for Psions. Illithid Slayer is slightly more advantageous than Eldritch Knight, but also limited on enemy selection; Cerebremancer can be better than Mystic Theurge (if the arcane class is Wizard), Thrallherd is about equal to Red Wizard (even giving up manifester levels); Psion Uncarnate is somewhat ok, but Elocater and Metamind are weak. Arch Mage is not much help for a Sorcerer and Loremaster is hard to qualify for. The equivalent PrCs tend to be slightly better for the Psion, but giving up manifester levels makes many of them flavor selections at best. Neither class has real good PrCs to pick from.


S1: Sorcerers are proficient with all simple weapons. Psions are proficient with 6 simple weapons.

S2: Sorcerers are not limited to a single discipline of spells. Psions are limited to a single discipline of powers.

S3: Sorcerers have zeroth level spells. Psions do not get zeroth level powers (although some equivalent powers are first level for Psions).

S4: Sorcerers can swap out lower level spells as they go up levels. Psions have to use the Psychic Reformation power to do this.

S5: Spell / Powers Per Day: Of first and higher level spells, Sorcerers tend to be able to cast more at first level unless the Psions race gives him bonus PP. Psions tend to be able to manifest more (same as Sorcerer level) powers at levels two through seven. Sorcerers then tend to take over at level eight. In other words, Sorcerers can often cast four first level spells at first level whereas first level Psions can typically only manifest 3 first level powers (although, this can be more if the Psion has a 17 Int or a race that gives bonus PP or he takes a feat that gives him bonus PP). Sorcerers have more staying power. When Psions run out of PP, Sorcerers tend to still have spells left over, even if they are lower level spells.

S6: 79% of psionic powers (including all psionic powers, not just Psion powers) have a range of Close or less (I'm not going to bother to re-do the percentage for just Psion powers). Sorcerers average a higher percentage of Medium and longer spells.

S7: Sorcerers get more spells to choose from ~375 whereas Psions are limited to fewer powers, ~267.

S8: Sorcerer can spontaneously put multiple Metamagic feats on spells. Psions tend to be limited to one Metapsionic feat per power.

S9: Sorcerers do not need a focus in order to Metamagic a spell. Psions have to have their focus available to Metapsionic a power. Note: I'm including the fact that Metamagic on a Sorcerer spell takes a full round action in this merit due to the fact that this is not as much a downside as reacquiring a focus. It is losing a move action versus losing a full round action and more (without using psionic feats).

S10: Sorcerers have some bread and butter spells that are considerably more powerful than the Psionic equivalents and easier to acquire when accessible. Examples include Fly, Invisibility, and Greater Invisibility.


P1: Psions get a psionic feat at first level where they can get a Psicrystal or some other feat. Sorcerers get a Familiar at first level. They have no chose of an extra feat.

P2: Wearing Armor does not have a failure chance for Psions.

P3: Although Psions get the same base skill points as Sorcerers, their primary ability score is Int, so they tend to average more skill points.

P4: Psions have 7 to 9 (depending on discipline) Class skills available plus they get all of the Knowledge skills as class skills. Sorcerers have 6 Class skills available.

P5: Psions gain new level powers on odd levels, starting at level 3. Sorcerers gain new level spells on even levels, starting at level 4.

P6: Powers / Spell Known: Of first level powers and higher, Psions have the option of getting more of the highest level of each level of powers than Sorcerers have of getting each level of spells (e.g. at level 6, psions can have 5 4 4, Sorcerers have 4 2 1). This is to the Psions advantage at all levels, including 20th level at 544443336 versus 554443333.

P7: Psions get a bonus psionic feat at level 5 (note: I split these out for the same reason as splitting out range scaling and duration scaling for Sorcerers, they are different and unique advantages).

P8: Psions get a bonus psionic feat at level 10.

P9: Psions get a bonus psionic feat at level 15.

P10: Psions get a bonus psionic feat at level 20.

P11: Augmented Psion powers tend to increase the DC for each 2 points put in. Sorcerer spells have the same DC as always. Note: I called this out as a different merit than P15 due to it being an extra augmentation that many powers have in addition to other augmentations. In other words, the Psion gets the equivalent of Heighten Spell feat for many of his powers without taking such a feat.

P12: Psion powers more than get the equivalent of the Still Spell feat for all powers. PP does not need to be added to get this effect like a spell level needs to be added for Sorcerers.

P13: Psion powers get most of and more than the equivalent advantages of the Silent Spell feat. PP does not need to be added to get this effect like a spell level needs to be added for Sorcerers. Psions do need to concentrate to minimize Displays, but even with that, this is still advantage Psion since Sorcerers can only take Still Spell feat and use up a higher slot. The do not get the option of silencing their spells with a Concentration roll.

P14: Psion powers get more than the equivalent of the Eschew Materials feat. Many Sorcerer spells have material components that are worth more than 1 GP.

P15: Special Augmentation: Psion powers often are the base line equivalent of a Sorcerer’s spell, but then augment into a power that is more powerful than the baseline spell. I include in this most special augmentations including Quickening the power.

P16: Psions can gain special abilities via feats that can often be used the vast majority of the time (some are limited to reacquiring the focus) which Sorcerers cannot get without taking a spell (which have shorter durations) or taking a level in a different class, but most often, not at all. These include Expanded Knowledge, Overchannel, Psionic Body, Psionic Dodge, resolving normal attacks as touch attacks via Unavoidable Strike, Fell Shot, or Deep Impact, Speed of Thought, and Up the Walls. I lumped most of the Psionic special feat abilities into this one merit because the extra feats were called out above (see P7 through P10) in individual merits and some of these abilities cannot be used simultaneously. Another way of looking at this is that Psions get the Wild Talent feat for free.

P17: Psionic Energy powers are superior to Sorcerer Energy spells. The Psion can change the energy type, or choose a different energy type for a different saving throw type (note: the difference in damage is handled in E5). Sorcerers cannot do this at all in core rules (and need magic items or feats to do it outside of core rules).

P18: Psions can get Greater Psionic Penetration for a +8 bonus and they can even get it at first level. I’m explicitly calling this feat out as a separate merit because of how powerful it is. I also know that people will disagree with this and claim that they’d rather have +4 with Greater Spell Penetration all of the time than +8 with Greater Psionic Penetration some of the time, but this is not very realistic within the large scheme of things (due to the fact that there are ways to get back a Psionic Focus quickly and Psions have the extra feats to do that). First off, 40% of Psionic Powers (all powers, not just Psion, but the percentage for just Psions is higher) are affected by this, about 25% of Sorcerer spells are affected. Secondly, what this means in the game is a given creature with Spell Resistance might have a 50% chance with no penetration, 30% chance with Greater Spell Penetration, and 10% with Greater Power Penetration. This almost totally blows away the protection of the creature (and in some cases, does blow it away down to 0%). That extra 20% is quite large and you’ll note that there is virtually nothing in the game that changes the percentage on a D20 by 40%. This is a glaring exception to the normal +1 to +5 bonus rules.

P19: Psions have direct "action gain powers" which Sorcerers rarely have access to. Examples of these include Quicken Power, Schism (4th), Temporal Acceleration (6th), and Fission (7th). Effectively what they do is give the psion more actions per combat than his opponents. Sorcerers ability to do this directly tends to be limited to Time Stop (which is a 9th level spell).


Ok, it's late and I'm tired. I'm sure there are some I wanted to add, but just forgot. I'll add more as I think of them. Please feel free to add on as well.

As requested, I am moving up new ones:

P20: Psions have powers to directly heal themselves. Sorcerers have to rely upon indirect effects like polymorph or summoning creatures that can heal at very high level.

P21: Psions can manifest powers at their highest manifester level every single round until they run too low on points. This ranges from about 3 highest PP powers at level one to at most 22 to 27 (campaign dependent) at level 20. Sorcerers tend to be limited to 4 to 6 of their highest level spell until they get to level 20 where they can get as high as 7.

P22: Psions get more "mega-powers" than Sorcerers get "mega-spells". In other words, powers or spells which are extremely powerful and cost XP because of it, typically 8th or 9th level.

P23: Astral Constucts at most levels are better combat creatures than Summoned creatures. Additionally, a Psion only needs a single power to access a wide variety of power and utility constructs. Sorcerers are limited in what they can get and need multiple Summoning spells to get creatures of all types of levels.

S11: Sorcerers do not have a focus. Psions do not need to use their focus, but many of the good psionic feats require either using it up or having it available. Since getting it back is a full round action (that may or may not work), either Psionic Meditation (which has a minimum Wisdom of 13) or Psicrystal Containment (which requires 2 feats) or not using feats which use it up is basically required.

S12: See S8.

S13: There are five powers for which Psions have to pay XP whereas Sorcerers do not have to pay XP for the nearly equivalent spell.

S14: Sorcerers get access to Shadow Conjuration spells which give them access to a wide variety of lesser powered conjuration effects.

S15: Sorcerers get access to Shadow Evocation spells which give them access to a wide variety of lesser powered evocation effects.

S16: The Sorcerers primary ability score of Charisma adds to a wider variety of skills and feats. For example, the Leadership feat.

S17: Sorcerers can use spells out of the Illusion school of magic. Psions do not really have illusions.

S18: Some summoned creatures give Sorcerers the ability to have spells cast which he himself normally cannot cast. Very few Astral Construct abilities are this way.

S19: Sorcerers have more spells which are ally friendly which boosts the power or flexibility of an entire party of PCs. Psions have more individual target or self only powers.
 
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First off KarinsDad good job and great effort. Kudos also for keeping it analytical and not personal.

Now my critiques and comments:

E7 – I think it has been proven mostly that Astral Construct is more powerful (at least at lower levels) than the summon monster spells. At higher levels it is most likely a wash (e.g., Summon Monster VII +). Still I’d put this as an advantage P, if only because it is a 1st level power that in order to duplicate (or come close) its effects a sorcerer would have to have up to 9 spells.

E8 – exp is more valuable than money. A character can ply trade (e.g., use profession skill or sell services) to gain money – he can’t do that in order to gain exp. While there are some sorcerer spells that require exp (wish for example) there are more powers that require exp. So really this moves to advantage S. (S14).

S3 – this is really not an advantage it is a wash since it is just how the spells/powers are split up and is incorporated into the fact that sorcerers can know more spells total.

S5: Over the range of levels it appears that this should actually be a wash or at least a lesser benefit.

P1 – Here is where I have biggest trouble with your breakdown. You have broken up the advantage that a psion has by gaining bonus feats into multiple places. P1, P7, P8, P9, P10, P16. PI – psions get bonus feats – a fairly huge advantage. But since we are not dealing with a weight of the benefit then it should be counted as 1 per bonus feat (so 5 advantages). On the other ledger the Sorcerer should get an advantage for each time he can swap spells (so 7 advantages). But if weighted then the psion’s bonus feats are of a greater benefit, IMO.

P6 – This should be “Higher level Powers/Spells known” vice “Powers/Spells Known”. A psion can take more higher level powers than a sorcerer can spells. This is a true advantage. Another Sorcerer advantage should be added to address more spells known. This is different – a sorcerer always gains more spells known than does a psion. This translates into more choices and more versatility.

P14 – is actually more powerful than you list. Eschew Materials is limited to 1 gp or less.

P15 – the fact that the powers are augmentable was addressed in E5 I believe so it shouldn’t be counted here. By breaking out increasing of the DC through augmentation you already covered the one separate benefit.

P16 – disagree here since it mostly covered by having bonus feats. Overchannel causes damage to the psion, so really not much of an advantage. Psionic Body, Psionic Dodge, Speed of Thought and Up the Walls can all be taken via any character that takes Wild Talent first (i.e., gives them a pp pool and hence a focus). Unavoidable Strike, Fell Shot and Deep Impact all expend a character’s focus so they are not “always on”.

P18 – Greater Psionic Penetration requires expenditure of your focus so it is only good for a single use before having to regain a character’s focus. Greater Spell Penetration is “always” on. No advantage here since it costs something and is essentially a very limited use ability. A human sorcerer can get Greater Spell Penetration at first level (1st level feat and bonus human feat), while non-humans need to wait until 3rd level (only get a 1st level feat).

P19 – not true. Schism is a telepath only power and Fission is an egoist only power. Time Hop doesn’t give you extra actions – it sends you into the future and when you come back you get to perform normal actions – so essentially you get a chance to see where things are in the future. Temporal Acceleration allows only powers that affect the psion to be done, pretty much the same effect as the Sorcerer’s Time Stop spell, albeit a lower level power (6th versus 9th). Sorcerer’s Foresight (9th) and Haste (3rd) are more powerful with Haste being able to affect multiple targets. I’d say no advantage, but if really pressed I’d go with advantage Sorcerer due to Haste versus Time Hop.

Time Hop
Psychoportation
Level: Psion/wilder 3
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One Medium or smaller creature, or one object weighing 300 lb. or less
Duration: 1 round/level; see text
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 5
The subject of the power hops forward in time 1 round for every manifester level you have. In effect, the subject seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time has passed at all.
In each round of the power’s duration, on what would have been the subject’s turn, it can attempt a DC 15 Wisdom check. Success allows the subject to return. The subject can act normally on its next turn after this power ends.
If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.
Augment: You can augment this power in one or both of the following ways.
1. For every 2 additional power points you spend, you can affect a creature of one size category larger, or double the weight of an object to be affected.
2. For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.
 

KarinsDad said:
P12: Psion powers get the equivalent of the Still Spell feat.
P13: Psion powers get (most of) the equivalent advantages of the Silent Spell feat.

This is more like the full three epic feats Automatic Still/Silent Spell. There is no cost for the use.
The compensation - psionic displays - is barely worth mentioning; not really a restriction at all.

Comparing it to epic feats is silly, of course, but there are some very serious advantages here, most important no consequences on manifesting (except the moderate to easy Concentration check) in grapple or other restricted circumstances (like being gaseous).

P6: Powers / Spell Known: Of first level powers and higher, Psions have the option of getting more of the highest level of each level of powers than Sorcerers have of getting each level of spells (e.g. at level 6, psions can have 5 4 4, Sorcerers have 4 2 1). This is to the Psions advantage at all levels, including 20th level at 544443336 versus 554443333.

And many powers include multiple spells, effectively (best example is Astral Construct vs Summon Monster I-IX), which further increases this discrepancy, since Sorcerers need to learn every spell individually and use their spell swapping to keep them 'up to date'.

S5: Spell / Powers Per Day: Of first and higher level spells, Sorcerers tend to get more at first level unless the Psions race gives him bonus PP. Psions tend to get more powers at levels two through seven. Sorcerers then tend to take over at level eight.

While this is generally true, the big advantage of the Psion is not included here, namely, the ability to manifest many, many more powers of the highest level each day, especially at higher levels. Sorcerers have the advantage with more efficient low-level spells (thanks to scaling), but if you compare total effect brought to bear, this advantage quickly vanishes. I still have the graphic somewhere, where I have compared total power effect per day (measured in manifester level x power level) vs total spell effect per day (measured in capped caster level x spell level) at 10th level (I think). :)

S7: Sorcerer spells scale for duration.
S8: Sorcerer spells scale for range.

Psionics do that, too, or not?

Also, you do not seem to have noted, that Sorcerers have more party-friendly spells, which can be used to affect allies.

And Psions gain a huge benefit from an increase in manifester level, since - via augmentation - it allows them to manifest powers of a level, they have not yet mastered.

Bye
Thanee
 
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Another possible point of comparison: What amount of power (in terms of percentage of total spell levels or PSPs) can each class bring to bear in a single round of combat?

Example: a psion with 10 PSPs can cast an augmented power that spends 3 PSPs, so he can use 30% of his available PSPs on one power.
 

@Greater Power Penetration: This is not really an advantage--it is mathematically a wash, assuming you have something else to do with that focus, which Psions nearly always do.

Let's take a few examples with a simple, low-level Metapsionic feat--Empower Power. In these examples I am going to pretend that the Psion has a choice to take the Sorcerer Greater Spell Penetration instead of his Greater Power Penetration and see which one is better. Choose your favourite damaging power that allows SR (I'll be working with 1d6/level powers, but this is equally true no matter the dice)

Example 0: Manifester Level 8 Psion, SR 19 monster.

GSP gives a 14/20 chance to get through SR and Empower Power gives 9d6 damage--average = 22.05
GPP gives an 18/20 chance to get through SR, no metapsionics, so 8d6 damage--average = 25.2

Advantage GPP

Example 1: Manifester Level 12 Psion, SR 23 monster.

GSP gives a 14/20 chance to get through SR and Empower Power gives 15d6 damage--average = 36.75 damage
GPP gives an 18/20 chance to get through SR, no metapsionics, so 12d6 damage--average = 37.8 damage

Advantage barely GPP

Example 2: Manifester Level 16 Psion, SR 27 monster.

GSP gives a 14/20 chance to get through SR and Empower Power gives 21d6 damage--average = 51.4 damage
GPP gives an 18/20 chance to get through SR, no metapsionics, so 16d6 damage--average = 50.4 damage

Advantage barely GSP

Example 3: Manifester Level 20 Psion, SR 31 monster.

GSP gives a 14/20 chance to get through SR and Empower Power gives 27d6 damage--average = 66.15 damage
GPP gives an 18/20 chance to get through SR, no metapsionics, so 20d6 damage--average = 63 damage

Advantage GSP

And if the SR is lower, GSP quickly outpaces GPP, while higher SR helps GPP, though lower SR is going to be much more likely than higher.

Also, remember that Overchanneling increases Manifester Level by 1-3 for all purposes, including penetrating SR, which means that with Augmented low-level powers where you could use Talented, GPP would become really silly if it gave +4.
 

irdeggman said:
P16 – disagree here since it mostly covered by having bonus feats. Overchannel causes damage to the psion, so really not much of an advantage. Psionic Body, Psionic Dodge, Speed of Thought and Up the Walls can all be taken via any character that takes Wild Talent first (i.e., gives them a pp pool and hence a focus). Unavoidable Strike, Fell Shot and Deep Impact all expend a character’s focus so they are not “always on”.

I knew somebody was going to bring up Wild Talent. :)

Several points on this, but I do not want to be defending why I listed every merit.

1) The Sorcerer has to want to be psionic in nature to take Wild Talent, otheriwse, he is locked out. This could easily have roleplaying implications a given player does not want for his draconic Sorcerer (for example).

2) Taking Wild Talent and Speed of Thought is two feats instead of one, hence, it is still advantage Psion who just has to take Speed of Thought.

3) Even taking a Psionic race limits the Sorcerer from roleplaying desires and/or other racial desires.

No matter how you slice it, this is an advantage that Psions have because they get the equivalent of Wild Talent for free. Because of this, they can get cool abilities that most nobody else can get (shy of taking an additional feat).
 

Just wanted to address this while I had the opportunity:

Thanee said:
And many powers include multiple spells, effectively (best example is Astral Construct vs Summon Monster I-IX), which further increases this discrepancy, since Sorcerers need to learn every spell individually and use their spell swapping to keep them 'up to date'.
You've said this numerous times before, and saying "many powers" is both incorrect and misleading. If you bothered to count the powers in the XPH, you'd see that a vast majority simply do not have this advantage.

Out of the 256 powers a psion has to potentially choose from (assuming he hasn’t selected a discipline yet), only 119 can be augmented (46.5%).

Out of those 119 augmentable powers, only 25 produce unique affects and replicate novel spell affects when augmented (9.7%). This includes powers which can be augmented to change the manifesting time to a swift or immediate action, an optionly normally only available to traditional spellcasters in supplimental spells.

Out of those 25 novel spell affects, only 17 have a unique affect which is not a change in manifesting time to a swift or immediate action (6.6%). These are:
1. Anchored Navigation: Establish a mishap-free teleport beacon. (extraplanar affect)
2. Animal Affinity: Gain +4 enhancement to one ability. (replicates multiple animal’s x spells)
3. Astral Caravan: You lead astral traveler-enabled group to a planar destination. (generate concealment)
4. Astral Construct: Creates astral construct to fight for you. (create novel constructs)
5. Aura Alteration: Repairs psyche or makes subject seem to be something it is not. (increase in potency)
6. Brain Lock: Subject cannot move or take any mental actions. (target novel creatures)
7. Charm, Psionic: Makes one person your friend. (target novel creatures)
8. Clairtangent Hand: Emulate far hand at a distance. (emulate other powers)
9. Crisis of Breath: Disrupt subject’s breathing. (target novel creatures)
10. Danger Sense: You gain +4 bonus against traps. (grants uncanny dodge abilities)
11. Detect Teleportation: Know when teleportation powers are used in close range. (increase units of range)
12. Dominate, Psionic: Control target telepathically. (target novel creatures)
13. Empathic Transfer, Hostile: Your touch transfers your hurt to another. (change area of effect)
14. Empathy: You know the subject’s surface emotions. (increase of units of duration)
15. Evade Burst: You take no damage from a burst on a successful Reflex save. (grants improved evasion)
16. Mindlink: You forge a limited mental bond with another creature. (target hostile creatures)
17. Trace Teleport: Learn destination of subject’s teleport. (increase units of range)

Out of those 17 truly novel spell affects, only 5 do not appear on a discipline list (2.0%) and are available to any psion. These are:
1. Aura Alteration: Repairs psyche or makes subject seem to be something it is not. (increase in potency)
2. Empathy: You know the subject’s surface emotions. (increase of units of duration)
3. Evade Burst: You take no damage from a burst on a successful Reflex save. (grants improved evasion)
4. Danger Sense: You gain +4 bonus against traps. (grants uncanny dodge abilities)
5. Trace Teleport: Learn destination of subject’s teleport. (increase units of range)

In order to access the good multi-purpose powers, a psion must cut off access to those other good multi-purpose powers. You argue that because a psion can choose from an average of 7 powers which (when augmented) can produce entirely novel effects (the core 5 of which are pretty weak), then the system is broken? You're making a mountain out of a molehill: the vast majority of psion powers (94.4%) cannot replicate novel spell effects in the way you claim, and the vast majority of those which can are only accessible as discipline powers (which bars you from other disciplines or costs you a feat, both of which are enormous costs).

In fact, all sorcerers have a significant advantage here: all sorcerers have access to no less than 5 spells which replicate the affects of nearly entire schools of magic in the core rules only:

1. Shadow Conjuration
2. Shadow Evocation
3. Shadow Conjuration, Greater
4. Shadow Evocation, Greater
5. Shades

Are you going to tell me that the ability for a power to target novel creature types is more powerful than a spell that can replicate dozens of conjuration effects from levels 0 through 3 on the fly (including, by the way, anything that comes up in later splatbooks, if we venture into that territory)?

..

I'll address things in more detail later when I got a chance. This was just something I've looked into before and could answer quickly.
 

Rystil Arden said:
@Greater Power Penetration: This is not really an advantage--it is mathematically a wash, assuming you have something else to do with that focus, which Psions nearly always do.

Let's take a few examples with a simple, low-level Metapsionic feat--Empower Power. In these examples I am going to pretend that the Psion has a choice to take the Sorcerer Greater Spell Penetration instead of his Greater Power Penetration and see which one is better. Choose your favourite damaging power that allows SR (I'll be working with 1d6/level powers, but this is equally true no matter the dice)

Example 0: Manifester Level 8 Psion, SR 19 monster.

GSP gives a 14/20 chance to get through SR and Empower Power gives 9d6 damage--average = 22.05
GPP gives an 18/20 chance to get through SR, no metapsionics, so 8d6 damage--average = 25.2

Advantage GPP

Example 1: Manifester Level 12 Psion, SR 23 monster.

GSP gives a 14/20 chance to get through SR and Empower Power gives 15d6 damage--average = 36.75 damage
GPP gives an 18/20 chance to get through SR, no metapsionics, so 12d6 damage--average = 37.8 damage

Advantage barely GPP

Example 2: Manifester Level 16 Psion, SR 27 monster.

GSP gives a 14/20 chance to get through SR and Empower Power gives 21d6 damage--average = 51.4 damage
GPP gives an 18/20 chance to get through SR, no metapsionics, so 16d6 damage--average = 50.4 damage

Advantage barely GSP

Example 3: Manifester Level 20 Psion, SR 31 monster.

GSP gives a 14/20 chance to get through SR and Empower Power gives 27d6 damage--average = 66.15 damage
GPP gives an 18/20 chance to get through SR, no metapsionics, so 20d6 damage--average = 63 damage

Advantage GSP

And if the SR is lower, GSP quickly outpaces GPP, while higher SR helps GPP, though lower SR is going to be much more likely than higher.

Your data is skewed a little.

The first number is: Psion gets normal GSP plus he gets Empower which is 3 feats.
The second number is: Psion gets GPP which is 2 feats.

To compare apples to apples, you should compare 2 feats vs. 2 feats or SP + Empower versus GPP.

Then the numbers have a wider gap. Assuming your numbers are correct:

18.9 versus 25.2

31.5 versus 37.8

44.1 versus 50.4

56.7 versus 63

The advantage goes to the Psion by a 10% to 30% boost in power over Empower which is (for the cost) the best boost damage feat in the game.

Rystil Arden said:
Also, remember that Overchanneling increases Manifester Level by 1-3 for all purposes, including penetrating SR, which means that with Augmented low-level powers where you could use Talented, GPP would become really silly if it gave +4.

Yes, but you missed something important here.

What you are saying here is: Because Psions get Overchannel which is a very potent ability which increases caster level beyond max (which arcane casters in core have no way to do), it would be silly to not increase their caster level even more for Power Penetration.

Just because one feat is uber does not mean that you should uber up another feat, just to balance it with the first uber feat. But, that is what balancing a psionic feat against another psionic feat can do if the first psionic feat is not balanced in the first place against core feats
 

KarinsDad said:
I knew somebody was going to bring up Wild Talent. :)

Several points on this, but I do not want to be defending why I listed every merit.

1) The Sorcerer has to want to be psionic in nature to take Wild Talent, otheriwse, he is locked out. This could easily have roleplaying implications a given player does not want for his draconic Sorcerer (for example).

2) Taking Wild Talent and Speed of Thought is two feats instead of one, hence, it is still advantage Psion who just has to take Speed of Thought.

3) Even taking a Psionic race limits the Sorcerer from roleplaying desires and/or other racial desires.

No matter how you slice it, this is an advantage that Psions have because they get the equivalent of Wild Talent for free. Because of this, they can get cool abilities that most nobody else can get (shy of taking an additional feat).

It is but only because the psion gets bonus feats to use. Stating that they get more from their feats isn't addressing the class strengths - it is talking to the strength and/or versatility of the feats. That is the main point is stating it isn't a "class" advantage to get more from the feats.
 

Having thought about it some more - the E7 (summoning vs astral construct) issue really is a strange one to insert. Only shapers can use an Astral Construct so it is not a fair comparison to compare a general class spell to a specialized power - that to a power that only one discipline has.

So while an Astral Construct is more powerful IMO the limitatin of it ony applyiing to a select number of psions makes it something to flat out drop from the list since we end up comparing a special case to a more standard one.
 

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