Psionics: What version?
I like the idea of psionics, but as DM I rarely allow them, since the implementation in D&D has been iffy at best. The concept of the mind reaching out to another mind, or using some "inner" power to do things is not much different than magic, and magic spells, and magical rituals. I play a lot of sorcerers so I like the idea of not having a spell just once and then it is gone. I like the distribution of points that allows you to vary your energy from day to day as needed. All that said, I will allow in 2nd edition D&D only.
In 1st edition, it was supposed to be limited to the top 2-3% iirc, but it seemed like 30% of all characters I came across had them. In 2nd edition, they made a psionicist class, which was nice, I especially liked that in Dark Sun. It seemed to be best done and fit in Dark Sun / 2nd Edition. I never really played much 3.0, I went straight from 2.0 to 3.5, so I am not sure how broken / great it was in 3.0. But in 3.5, I hate psionics. I allowed them in one game, and 4 out of 6 characters were playing some kind of psionic, and all were fairly broken compared to the base character classes. They were doing 60d6 damage at 12th level iirc, it was sick. I have never allowed them again.
As for 4th edition, GURPS, other game systems, I just don't play them, so they may have the perfect "formula" for psionics, I don't know. My vote is if you know them like the back of your hand, and know what you should not allow (i.e. what is broken) then run your game with psionics by all means. But for people like me, that only have a medium knowledge of them in 3.5, I would avoid them like the plague.
I like the idea of psionics, but as DM I rarely allow them, since the implementation in D&D has been iffy at best. The concept of the mind reaching out to another mind, or using some "inner" power to do things is not much different than magic, and magic spells, and magical rituals. I play a lot of sorcerers so I like the idea of not having a spell just once and then it is gone. I like the distribution of points that allows you to vary your energy from day to day as needed. All that said, I will allow in 2nd edition D&D only.
In 1st edition, it was supposed to be limited to the top 2-3% iirc, but it seemed like 30% of all characters I came across had them. In 2nd edition, they made a psionicist class, which was nice, I especially liked that in Dark Sun. It seemed to be best done and fit in Dark Sun / 2nd Edition. I never really played much 3.0, I went straight from 2.0 to 3.5, so I am not sure how broken / great it was in 3.0. But in 3.5, I hate psionics. I allowed them in one game, and 4 out of 6 characters were playing some kind of psionic, and all were fairly broken compared to the base character classes. They were doing 60d6 damage at 12th level iirc, it was sick. I have never allowed them again.
As for 4th edition, GURPS, other game systems, I just don't play them, so they may have the perfect "formula" for psionics, I don't know. My vote is if you know them like the back of your hand, and know what you should not allow (i.e. what is broken) then run your game with psionics by all means. But for people like me, that only have a medium knowledge of them in 3.5, I would avoid them like the plague.