Expanded Psionics Handbook

tylermalan said:
Yeah, I think the thing I'm going for IS the flavor.

If you are curious about what a couple of psionic characters could look like, just ask. I have a few I am using in games here (NPCs) and I could post them for discussion if you are curious.

If you are really seriously curious and can get your hands on at least the psionics SRD (or an acrobat version of the XPH) ... I could be convinced to run a very short (combat oriented) psionic quest so you can get the feel of them. I say combat oriented, because roleplaying a psionic character is no different than roleplaying a mage. The difference is in the builds and how the various powers shake out.

Just an offer. I won't be offended at all if you ignore it.
 

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Well, consider it an open-ended invite to a short quest if you ever want it.

If you let Sye play in your other game - you'll always know how to get ahold of me! [Not that I am trying to bribe you. I think Sye is good enough on her own and brings something 'different' enough than usual to make it on her own!]

Oh, and regarding the overpowerdness of the Up the Walls feat ... remember that the character must end his turn on a flat (horizontal) surface. That does help balance it sort of.

But then again, there is a disadvantage to taking this feat. If you are in a wilderness adventure this feat is wasted unless you want to climb trees. (Which could have certain advantages, I admit) If you are exploring a cave with average ceilings ... this feat is useless to a character.

So while it may seem unbalanced at first, it is not something that is always beneficial to a character the way a feat like Weapon Focus always is "on" during combat witht he right weapon.
 
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Ok, so now that I've read the book through pretty good, I'm pretty sure I understand. I guess I was expecting psionic attacks and defenses like in 2E days, but its far more simple now, and I understand and like the augmenting your powers thing. Pretty cool stuff!
 

tylermalan said:
Ok, so now that I've read the book through pretty good, I'm pretty sure I understand. I guess I was expecting psionic attacks and defenses like in 2E days, but its far more simple now, and I understand and like the augmenting your powers thing. Pretty cool stuff!

They had those in the 3.0 version, but in 3.5 they unified them with the normal powers, and made them more generally applicable.

For example, empty mind was a psionic defense in 3.0, but in 3.5 it's a first-level immediate-action power that boosts your will saves. Mind thrust became a general offensive force power. In general, the psionic attacks became normal casting time offensive powers (the only one that still does stat damage is ego whip), and the psionic defenses became immediate-action (reactive cast) defensive powers with a variety of effects.

I think the new system is significantly better: for one thing, there's no need to have a weird special case rule that "non-psionic creatures automatically get this one form of psionic defense that's really powerful against everything but mind blast."
 

tylermalan said:
I guess I was expecting psionic attacks and defenses like in 2E days, but its far more simple now, and I understand and like the augmenting your powers thing. Pretty cool stuff!

Thank God its not like the 2E days - or even the 3.0 days.

One of my favorite characters that I only got to play for a very short time was a shaper. I had planned on taking the Psionic Talent feat as often as possible so that the guy would have uber power points and thus be able to create his own "meatshield" whenever needed. I wasn't planning on taking any other powers that did damage - instead I would use powers that boosted AC, healed my character, enhanced speed or other sense, etc. Thus I could choose when to run away or when to stay and summon something to fight for me!
 

The XPH fixed my only problem with the psionics system, that all the powers were activated like spells, and there werent any reactive "I can just do this" powers. Immediate actions and all the powers that are activated that way are wonderful and make the XPH one of my favorite D&D books EVER.
 

I'm glad the psionic combat was fixed. 3.0 was worlds better than AD&D but XPH is much more flexible in the need for other psionics in the setting. The psi-combat type stuff is heaps better, doing standard damage or effects. The immediate action defensive abilities are much more general withsaves or SR/PR vs. mind affecting.
 

Yeah good lord 2E made me go crazy. I like the immediate action thing too, was a good fix to a lot of complications with the older systems.
 

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