Expanded Psionics Handbook

tylermalan

First Post
Just looking for some basic info on expanded psionics, like:

Does it require the original psionics handbook, or does it replace it, 3.5 style?

Is it even worth buying compared to the original?

Any help would be appreciated, thanks!

-Tyler
 

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It updates and replaces the PhiHbk and it is a definite improvment. The addition of Augmentation alone helps define and separate Psionics from Magic.

Here is a link to the SRD from the XPH: http://www.d20srd.org/

You can get a good overview from it for using 3.5 psionics.
 

It replaces it. You don't need the 3.0 book.

I like some aspects of the original, but the 3.5 one is a really good book.
 

Well I'll probably end up picking it up then, since I lost my original version. I've always had issues with incorporating psionics into my games though, does it address any issues with that? I see you mentioned Augmentation.
 


Just let psions be in the game as written. Don't use the 'psionics and magic are different' variant. That makes things messy.
 

XPH is definately worth buying. And the rules are easy to incorporate into any campaign. But I agree with the poster above. Especially at the beginning, use the magic/psionics transparency. That will keep the confusion down until people get really used to it. Then if you want to make them different, go right ahead.

In most cases, a psionic character can appear almost like a sorcerer who has the Eschew Materials feat. The person can do funky stuff in a weird way, much like a sorcerer can. But there is no real need to be concerned about introducing or changing rules or anything like that.

I've found that one good way to introduce psionics into a game is to have the villians use some mild psionic feats. The first time the party is chasing a psionic theif type character and they use the "Up the Walls" feat - your players will definately take notice.

Or the first time you use a psychoactive skin the players will take notice and want one.

If you introduce mild things like that first and in a way that the players don't get badly burned by the psionics, they will think psionics is cool without having to feel pressured into choosing between psionics and magic.
 

tylermalan said:
I see you mentioned Augmentation.
Psionic powers generally don't scale automatically the way spells do (e.g. fireball does 1d6/level, whereas the 3.0 power whitefire just does 5d4, with both being 3rd level). This is because if powers automatically scaled, most people would just use low-level powers and pay low costs, instead of using their high-level powers.

Augmentation is a way to fix this. Basically, psionic powers are given a "base" effect, and you can spend additional power points (up to a max of your level, including the base cost) in order to increase the effect. The easiest examples are damaging powers, which usually get +1 die of damage (usually d6) per extra PP, with an increase in save DC of +1 per 2 dice extra. Another example is the Astral Construct power - in 3.5, it's one power whose base effect is to create an Astral Construct I, and you can spend additional PP in order to create a more powerful one.
 


Reading the SRD, it talks about Psionic Focus and how you can expend the Focus to use certain feats. Reading the feat "Up the Walls", it says that you can use the feat when you are psionically focused, but it doesn't say that you have to expend your focus to use it. Technically then, couldn't someone just wake up every day and meditate to gain focus and then be able to run on walls all day long, as long as they didn't expend the focus?
 

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