Now let's look at ESP. Now one of the little peculiarities about the
old rules is that clairvoyance was not at all useful for seeing things
at a distance. You could see through obstacles but only at very short
ranges. It's a bit counter-intuitive. 4th edition has it all over
the earlier rules in that regard. While the initial investment in
Clairsentience is substantial, it's actually less than it would cost
to get Clairvoyance and Clairaudience out to the range that
Clairsentience starts at. And since it's not the range that you can
see but rather the range out to which you can place your point of
view, Clairsentience is quite a bit more effective. The same is true
of Precognition. In the original rules Precognition was hampered by
restrictions on how far into the future you could look that would, for
example have made John Smith from Dead Zone a tough character to
design since he can see years into the future. He would have had to
have an ESP power in excess of 40.
So, on the whole I think ESPers came out ahead, even if you get
multiple powers, although the buy-in has been increased.
>> Stay informed about: Just How Nerfed are Psionics?