Though, I would like to clarify that I am less interested in who is “right” (that would be the authors / IP holders, in any case), and more interested in the thought processes and analysis of how the various conclusions were reached for each power that was viewed as problematic.
Until 5th level? All a non-telepath can do is defend themselves and punch the Teep in the face. After 5th level? All they can do is defend themselves and punch the Teep in the face, unless they’ve specifically built themselves into a Teep-lite.
Thanks both Nijineko and LibraryOgre. At the risk of being pedantic - but we’re having a rules discussion about a more than thirty-year old game text, so I assume we’re all sinners together here - following JL Austin’s formulation of errors being divisible into mistakes (you achieved what you are trying to do, but that action has unintended negative consequences) and accidents (you failed at what you were trying to do in the first place), I think that TSR’s original psionic combat framework is just an accident. It needs correction like a typo needs correction, and its fault is structural. Whereas the inclusion of most psychoportation powers was an intentional mistake - TSR achieved what it was trying to do - but didn’t conceive of how that would break Dark Sun.
Accident:
“The telepath wins psychic combat, everyone else should punch the telepath” is a concession that the original system’s psionic combat is DOA (though agree that my point about the PSP imbalance is from the later attempted revisions). Still, there was a reason they were trying to redo the mechanics from the original CompPsi / Boxed Set! TSR built a system where the optimal strategy for 80%+ of psionicists is “don’t use a signature class feature”; and I disagree that it even works for the Teeps. Granting the scenario you note, LibraryOgre, with Teep vs. Teep, getting three tangents still requires hitting three times AND beating the opponent’s defense. If every psionicist takes Tower of Iron Will at first level (players choice as a defense, doesn’t count against powers), even at 1st level, they have at worst a +4 on the power check relative to an attacker, assuming equal Wisdom (that versus Ego Whip; this ranges from +4-+6 taking the Psionic Combat Attack/Defense Table and combining with each power’s modifier), and at worst a -4 PSP/round difference (vs Mind Thrust). Against Psionic Blast, ToIW is +5, +5). So the defender has substantially favorable table odds – achieving each tangent is only ~20-30% for a high Wis Teep vs. a even a low-level high Wis Teep. Everyone at the table is watching two players roll dice hoping they overcome the inertia. The average round for a third tangent is the 6th round of psionic combat? That just can’t be what TSR intended, especially given the fictional vibe they were aiming to replicate. TSR wanted dramatic mental duels: with narrative attack modes, defense modes, the grid of interacting modifiers and the math let them down. (And a lack of playtesting.)
So my system addresses the action economy first. Fwiw, psionic attack is still the province of my Controllers (Teeps, in your framework); it’s just much more action oriented and attack favored.
Mistake:
The inclusion of the Psychoportation powers strikes me as an easy mistake to fix, though puzzling to have made. So as an example per your (“a power you cut”), I cut all of them (except for Dimensional Blade). Per canon, Athas is isolated from other crystal spheres and most planes. Also transportation on Athas is supposed to be difficult, constrained by geography, climate, and resources. Caravans are often enormous and slow moving, with a substantial part of their cargo load spent on feed/water. Now, imagine the Psychoportive psionicist. In CompPsi rules, they have min 20 PSP + 10 PSP per level (and more likely something like 25 PSP + 12 PSP per level). S&P is a little less. Either way, by level 9, they can teleport themselves and two other people 100 miles instantaneously (or themselves 200 miles), and then do so again the following day ad infinitum. Or at 1st level, for 20 PSP, a psionicist can take an entire party of adventurers 100 miles with Dream Travel. With the Will of the Way’s new power, Wormhole, she can take an entire caravan 100 miles through a gate for ~100 PSP. When combined with Convergence it stretches belief that there are not more Wheel of Time style transports of entire armies from city to city; Athas as it exists doesn’t permit this type of high fantasy/high magic environment. I agree with you, Nijineko, that one of the attractive things about psionics is its being distinct from magic, and this set of powers breaks that almost entirely, as well as breaking the setting.