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If I recall correctly, TRPG:SoG establishes that it's actually quite hard to use telekinesis! The protagonist is only to manipulate fairly small objects (like small chests and levers), and then only at fairly short range. (This is so even when they have advanced skills in one of the elemental disciplines.) It's only through intensive training and specialization that TIB's kineticist class can manipulate something as large and heavy as a person, and do so from so far away!
Lore aside, I'd be very hesitant to just give every psy fighter kinetic gust and kinetic pull, as that eats into the kineticist's niche. You can get knockback on regular psy fighter skills via a skill book (though this requires some luck), and can also learn knockback skills by multi-classing or building close friendships with other characters who know those skills.
Yeah, I wouldn't give them gust and pull in your shoes either. Kineticist is already a niche class; they don't need to have something steal that niche.
Reclassing can be hit or miss though. Like the last Kineticist I tried to reclass had nothing but physical classes available for reclassing, which SUCKED . Unless the classes available for reclassing are just random for each time you go to the trainer, it might be a good idea to just make it so that there's always at least 1 Psi Class available for characters that have a higher than 0 Psi stat.
Er...are you sure? Did you click the "more options" arrow on the right side of the screen? Generally, every character can reclass into every other class available to their species if they have a Psy stat above zero.
Oh lol@me, I didn't even see the arrows on that screen. Nevermind then.
Maybe my opinion will change once I get the AoE abilities, but my psy fighters still haven't learned them despite being around level 15. Were they changed to be promotion-exclusive?
It can be random when they learn those. Like I have a custom Dark Psi character (I can't spell the name, lol) that typically gets Dark Vortex at around 15-17 if I recall correctly. Anyway, it should be around 15+ or after promotion when they get them. Other than Pyro, as they do get a few early (Pyro Hail and if you're lucky, Heat Wave).
Maybe there should be some damper on the damage scaling for multi-push skills? Kineticists probably couldn't stay competitive if they couldn't boost their damage that way, but allowing them to deal potentially triple their psy stat is too much.
Kineticists on the other hand i find to be more feast or famine, if you get good knockback lines you are sniping two enemies for free, if you don't you're dealing one mindblast worth of damage.
I have found bronze golems to be really competent frontline tanks and they make great use of grapple chains to somewhat patch up their lack of push/pull attacks.