Do you use Psionics in your campaign?

Do you use psionics in your campaign?

  • I use the psionics rules

    Votes: 62 60.8%
  • I do NOT use the psionics rules

    Votes: 33 32.4%
  • Only creatures with psionics get to use psionics

    Votes: 6 5.9%
  • only PCs get to use psionics

    Votes: 1 1.0%

When I started my campaign the Psionics Handbook was not yet out so I decided it was just easier to leave psionics out of this campaign. Plus this allows for psi to show up later as a plot device if I so choose.
 

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Re: NO!

bloodymage said:
Psionic combat is boring and will always be boring IMHO. And that's from both sides of the the screen from 1e to 3e.

No need to shout.
*rubs ear*

Some advice:
I found a lot of people just trade in those psi combat slots for extra feats (there is also a feat that lets you do that and some GM's now just make it a class ability).

Other just get mind blast and that IS psi combat for them, comparing it to a magic missle or an archery shot.

The best "fluff" answer to the issue was that psi combat is not done in melee any more that sword dueling techniques are used on the battlefield. In this respect, psi combat is more of a honorable ritual done in controlled conditions where the two opponets first open a conduit to each other and then the attacks are done (this makes more sense to me, the whole idea that psionics are more defensless against psi combat and normals were "blind" seemed so backwards to me. But its obvious that it was done for game balance reasons-- even though a mage could still cast dominate on a party member.)
 


I use psionics; and I even have a key role for them -- although one that would maybe not please fans of the "psionic is the power of my mind alone" school.

IMC, they are some godlike beings who were shattered and disembodied during a dramatic event. Their mind is all that remains of them; but most of time they're unconscious. This don't prevent them from still manifesting their presence, but they do so unconsciously and this look like random events.

Psionics are people who can attune their own mind to these shattered souls and thus control them in a limited fashion.

In some places, you have a still conscious "landmind", who will create psionic mutants to do its bidding, acting kinda like an illithid elder brain; in a way.
 


I have the book and use the rules to cover "Magery" - a different kind of magic in my world. I ditched the whole psionic combat thing, and it becomes not mental powers but magic which is exercised through the will - a subtle difference which is important to my campaign.

Cheers
 

I'm kind of suprised just how many people use psionics in their campaign. But of course psionics these days are not your father's psionics.

So, if someone was selling an adventure in which Mind Flayers play a major part but the adventure does not use psionics rules, would you bother to buy it?
 

I usually don't bother to buy adventures at all, at least for D&D and other non-French games.

One reason is that I have a different definition of adventures than most different d20 publishers. In my own language, an adventure is called a scenario. This is an important semantical difference, because it emphasize plot over action. Lots of D&D adventures don't have a plot at all, they simply are a dungeon with encounters, mainly hostile but some friendly, and rewards, mainly cool but some cursed.
 

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