kreynolds
First Post
Back on topic, one of the house rules I'm implementing in the current game I'm running involves Psionics. The Wild Talent feat is essentially available to everyone for free. However, you don't automatically have access to it. There is also another Psionic feat that's available to everyone for free, and it's called Mental Defense. You can only have one or the other.
The game I'm running allows psionics in a limited fashion, like ESP. Only mind effecting powers are available, with some exceptions, like Detect Psionics, Clarivoyance/Clarauidience (sp?), Telekinesis and its similar powers, and some others. The Battle Mind advanced class, and what I call "fireball-like powers" are not available. Also, aside from Crystal Capacitors (I think they're still called that, DHMBIFOM), psionic items do not exist for the most part (no items that bump up stats, saves, skills, etc).
The Mental Defense feat grants you a bonus to saves vs psionic effects of 1 + 1 per 5 character levels (maximum +5 at 20th level). This is to offset the fact that aside from your save increases from class levels, or ability bonus increases from character level, there is no easy way (i.e. powers or psionic items) to increase them.
When you create your character, you have the option of selecting one or the other. If you select the Wild Talent feat, you're locked into it. You can't switch back. Non-psionic characters (i.e. those who choose not to take the Wild Talent feat), automatically gain the Mental Defense feat. However, you are not locked into it, as everyone has the potential to unlock the powers of the mind.
This is not to say, however, that choosing to become a Psion when you started out as a non-psionic character is easy. Not at all. It's no easier than suddenly proclaiming to your DM that your Fighter wants to all of the sudden take his first Wizard level when he has shown no substantial inclination to such a thing during roleplay.
In the end, psionics is available to everyone, but if you didn't start out with it, you must be taught how to unlock your mind. This means that it requires some effort on the player's part.
Anyway, that's another house rule.
The game I'm running allows psionics in a limited fashion, like ESP. Only mind effecting powers are available, with some exceptions, like Detect Psionics, Clarivoyance/Clarauidience (sp?), Telekinesis and its similar powers, and some others. The Battle Mind advanced class, and what I call "fireball-like powers" are not available. Also, aside from Crystal Capacitors (I think they're still called that, DHMBIFOM), psionic items do not exist for the most part (no items that bump up stats, saves, skills, etc).
The Mental Defense feat grants you a bonus to saves vs psionic effects of 1 + 1 per 5 character levels (maximum +5 at 20th level). This is to offset the fact that aside from your save increases from class levels, or ability bonus increases from character level, there is no easy way (i.e. powers or psionic items) to increase them.
When you create your character, you have the option of selecting one or the other. If you select the Wild Talent feat, you're locked into it. You can't switch back. Non-psionic characters (i.e. those who choose not to take the Wild Talent feat), automatically gain the Mental Defense feat. However, you are not locked into it, as everyone has the potential to unlock the powers of the mind.
This is not to say, however, that choosing to become a Psion when you started out as a non-psionic character is easy. Not at all. It's no easier than suddenly proclaiming to your DM that your Fighter wants to all of the sudden take his first Wizard level when he has shown no substantial inclination to such a thing during roleplay.
In the end, psionics is available to everyone, but if you didn't start out with it, you must be taught how to unlock your mind. This means that it requires some effort on the player's part.
Anyway, that's another house rule.

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