I have been looking at the 'Augment Range' Power, and I am not satisfied with it. The original intention was for the Meta-Psion to have a way of assisting other psions with their powers -- so 'Augment Range' implies that there ought to be Powers to augment duration, and area, and speed of use, and difficulty, and everything else under the suns. And, since Meta-Psionics is about manipulating psionic Powers, 'Augment Range' also implied a whole host of 'Suppress' Powers to inhibit range, duration, and etc.
This creates several problems. Not the least of which is that now 'Meta-Psionics' contains a staggering number of Powers; and also that many of those Powers are too tightly focused to the point of being nearly worthless. It also is not very flexible; some Powers are quite weird and have other worthwhile aspects -- and imagining a pair (an 'Augment' and a 'Suppress') of powers for thing like 'Affects more fish with better success' is vaguely ridiculous.
So now I am convinced that:
- I need to re-write 'Augment Range' and all the similar Powers. All the 'Suppress' Powers also need to be re-written, but might be more usefully folded into 'Block' or 'Deflect' related Powers.
- I need to re-write all of psionics. Each power needs ways to spend extra Effect to achieve better results; and ways to make a Power of higher difficulty in order to achieve greater results. Since range, duration, casting times, and a host of other properties of psionics will be useful to a wide range of Powers, as many as we can foresee need to be written up in standard format with consistent costs.
Anyhow -- 'Augment Range' is now just 'Augment'. Range: Personal (Must Be Touching); Activation 1d6 seconds (or the activation time of the other Power, whichever is longer), 10+ (Difficult); PSI Cost: 1+ Psi points to activate. A psion who succeeds with 'Augment' may add one plus their effect as a bonus to the roll to activate another psions Power.
New general psionics rules:
A psion may spend extra PSI points
before and or
after a roll to activate any of their Powers.
One or more extra PSI points may be spent immediately before the die roll to activate a Power; for every extra PSI point so spent, gain a +2 bonus. If the activation roll fails to activate the Power the extra PSI points are still spent.
One or more extra PSI points may be spent immediately after a roll to activate a Power; for every extra PSI point so spent, gain a +1 bonus. If the activation roll plus the bonus fails to activate the Power the extra PSI points are still spent.