
Da'ath |

The following is an idea I had for a variant type of spell casting, based on the idea of the "death spiral" mechanic and reduced book-keeping.
This incarnation presents it as a system for psionics (sci fi or simply re-skinned magic). It makes use of preexisting spells, to avoid bloat, as most spells and psionic powers are mechanically similar, with different fluff.
Ultimately, what I need assistance with is insuring that the Concentration DCs remain relevant and that "psychic enervation" doesn't build up too quickly. Additionally, the benefits by level may require adjustment.
Constructive criticism and suggestions are welcome and appreciated.
Google Doc (with comments enabled): The Psion.

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why does their caster level suck? she cant even cast her 2nd level powers due to such a low caster level. but i guess they have unlimited castings?
A psion’s caster level, referred to as manifester level, with her powers is equal to one half her psion level (minimum 1)
this system seems like it will just make the pc super focus on concentration, bypassing the whole system. kinda like the truename system in 3.5

Da'ath |

why does their caster level suck? she cant even cast her 2nd level powers due to such a low caster level. but i guess they have unlimited castings?
A psion’s caster level, referred to as manifester level, with her powers is equal to one half her psion level (minimum 1)
Thanks for catching that. It looks like I "brain farted" and just kept rolling with it. It should be corrected now.
this system seems like it will just make the pc super focus on concentration, bypassing the whole system. kinda like the truename system in 3.5
While I'm not familiar with the truename system, you do have my attention. I did a rather thorough search of pre-existing material to determine the maximum possible increase to Concentration checks in Pathfinder, as it is no longer a skill and the idea was to use as much existing material as possible without adding much in a way of additional rules.
As I do not intend to add additional material in the form of feats to specifically increase their Concentration checks beyond what is present in the class features, the greatest external Concentration bonus I could find was a +2 from a trait and an additional +2 from a feat, which has a "useless" feat prerequisite for this class as written.
To be on the safe side, I altered the text to reflect an "Enervation check" and define it appropriately to avoid any external stacking I may not be aware of.
Thank you for your comments. They were quite helpful.

Da'ath |

Is it me or does it seem that the class really just turns a sorcerer into a psionic based class. Was that your idea for the class? If it is then it looks interesting.
The original idea was an experiment with a variant system of casting, one that didn't use the current systems (vanacian or spell points), but had a depletable resource (it's just currently "skinned/fluffed" as psionics). In this case, you build up energy that is detrimental as a limiting factor instead of losing hit points or suffering non-lethal damage, and so on. It is, as you comment, very similar in some respects to a sorcerer, which was intended.
If I can get the "bugs" out of the casting system, I may actually change my original decision of just using arcane spells to creating psionic powers which more closely mirror things like the telepaths and telekinetics of Babylon 5, Firestarter (S. King) and some other psionic-related material.
Alternatively, again if I can get the bugs worked out, I may adapt it to some sort of mystic, spirit, or aberrant caster.
Psionic powers though limited seem to me a bit more powerful then spells hence why psionic classes have so fewer ones.
Agreed. The powers known on this version are roughly equivalent to the number of spells for a 3/4 casting class. The spell-point system (power points for psionics) definitely makes them more powerful in the long run. The ability to augment your "spells/powers" with extra points, combined with choosing what you spend your points on, means you can dish out a lot more higher level spells with much better effects.

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The truenamer class is pretty different, but the more you used an ability the harder it got. the problem with the class was the DCs were way too hard for normal use or to easy if you super optimized (item familiar from 3.5). {I never played them but the forums agreed. I really tried to make one work that wasn't broken)

Da'ath |

The truenamer class is pretty different, but the more you used an ability the harder it got. the problem with the class was the DCs were way too hard for normal use or to easy if you super optimized (item familiar from 3.5). {I never played them but the forums agreed. I really tried to make one work that wasn't broken)
Finding the "sweet spot" between too difficult and too easy is one of my primary goals. It's also a reason all Enervation check bonuses will only come from a class benefit/feature and not "feats". Once the class is debugged, I'll work on feats that work with it, but don't allow for trivializing the Psychic Enervation mechanic which is intended to be the focus of balance for the class.

Da'ath |

maybe you can keep it real high, if there is some use to have a high innervation? So yoi have the choice of optimizing free spells or doing X.
That was how I did it initially, but it ended up being too beneficial (above and beyond what I intended.)
This morning I did a little more fiddling with the probability for success/failure and made the following changes:
* Reduced Class feature bonuses for Enervation checks by 2 each (Improved Manifestion down to a +2 bonus; reduced greater manifestion to a +4 bonus.)
* Changed the Enervation check DC from 15 + spell level to 15 + 2 x spell level.
I've run a lot of sample rolls and the major limiting factor is the "death spiral mechanic". They're able to cast like a champ until the enervation penalties stack up to -2 or greater, after which they quickly deteriorate. At higher levels, the risk factor reduces the number of high level spells the caster will take a chance at casting. In essence, the caster is more likely to stick with lower level spells until need is sufficient to risk a higher level spell.
The only thing I'm not happy with (math wise) are the results after greater manifestion is applied. The additional +2 seems like a minor amount, but the change in the results are a bit higher than I care for. I'd thought about a take 10 mechanic to replace it, but that allows them to bypass the check altogether. Perhaps, it could reduce the enervation gained by -1 (minimum 1).
Thoughts?