So, I thought it would be interesting to have a discussion regarding the Pyromancy Powers out of Tome of Fate. What do people actually think of them? Have anyone ever actually bought/used any of them? Thought of using them?
From my point of view, the Fire Bolt/Barrage/Storm powers are extremely underpowered compared to the other Bolt/Barrage/Storm powers available (the Force ones are probably best to compare with, but Doom Bolt works too).
The boons of the Fire ones are that they've Free Actions and only got Attack as subtypes, meaning you can use another psychic power with the Concentration subtype in the same turn (and perhaps even moving if the power was a half action), as well as being able to set something alight with enough successes (not that fancy, but I suppose some might like it). The drawbacks are the severe lack of damage as the scaling is horrendous (1d10+PR only), higher costs (Fire Storm is 500 xp, Force Storm is 350) and that you need a fire source nearby. The Manifest Flame power is a sustainable, which means you'll be taking a hit to your PR if you sustain anything else at the same time (which is very often the case). Carrying around a torch to get around that doesn't seem too flavourful.
Incinerate is an interesting power for sustained damage, but will most likely never come into play where it'd be more useful than any other power (if you have time to stare at a vehicle for 5+ turns you're probably dead before that or can do something more productive). It's also expensive as hell at 750 xp.
Molten Man is a stupid power, as you have no way of carrying equipment. I can't see anyone outside crazy NPCs using this.
To me, it just seems like it's an underwhelming discipline of powers that are more fit for NPCs than PCs.
Perhaps someone has implemented house rules in their game to make them more attractive choices?
Edited by BrotharTearer, 28 July 2013 - 01:36 PM.