In your current D&D 3.5 game, do the players or DM use Psionics and the XPH (Expanded

I have not been satisfied with 3E psionics of any kind - too much like just another set of spells and no cool unique flavor.

One day when I have time and energy I plan to re-write them whole-cloth using 2E psionics as a guide - but, you know, better balanced - at least in terms of how I run my games.
 

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Dave Turner said:
What is it about the system that seems poorly-designed?

Please note that I did not say that the system was poorly designed. I said the system was not so well designed that I felt compelled to adopt it.

We moved our group from 2e to 3e because 3e was a far superior design, and adopting the new rules would solve many more difficulties than changeover would cause. 3e psionics does not share this quality. It is a reasonable enough system, but no so much better that it'll solve any problems.
 

3, 4, and 5.

3: As the DM, I don't particularly want to bolt on what's fundamentally a second magic system.

4: Neither my players nor I own the book, and none of my players has ever expressed any interest in it.

5: We play in Forgotten Realms; while psionics could fit there, it's not a must-have to play the setting.
 

Yes, we use them. We have one psion (telepath) in the party, and his player & I (DM) both own copies. We like the new rules a lot, they are much better than the earlier versions.
 



My campaign has always used psionics, so I have to vote

1) Yes, we do use psionics...

BUT...

We don't like the rules as written. The problem my players have (ok, my one player that has had a psionic character for years) is the way that psionics just seems like magic in a different set of clothes. Back in 2E, a psionic character was even more limited in his powers, true, but that character could get abilities that were absolutely unique to psionics. He could even give his friends minor psionic powers, via the Psychic Surgery power. A psionicist had truly unique tools to use against monsters or villains, without having the breadth of the wizard or being a lynchpin spellcaster like the cleric.

Now, the psionics rules are treated just like another kind of magic, to the point of being dispellable by basic wizard spells. The powers are just spells with different names, and the way those powers are learned or chosen is almost exactly like a sorceror's spell selection. Yes, a psion has the capacity to mix and match, gaining any power that he can handle for his level, but what character really gives up the chance to learn a more powerful spell or power for a lower level one? The only good things about the XPH in regards to psionics are Power Points (or PSPs, if you prefer the older term) and Augmentation, which is the best mechanic I've seen WotC implement in any magic system yet.

Oh, and don't get me started on the generic flavor of the 'psionic attack modes'. They pretty much suck. Ability damage is flavorless, uninspiring, and bland. The old rules had effects that made the power names MEAN something. Example: Ego Whip forced the victim to take penalties on all of his attack rolls, saving throws, and skill checks, because he had lost confidence in himself and his abilities. That's much more in line with traditional psionics than taking 1d4 points of damage to an ability. (OK, Mind Stab doing Intelligence damage is kind of appropriate, I'll admit.) Strength damage, though? Dexterity damage? These don't make sense for powers that are part of the Telepathy discipline; Psychometabolic, maybe, but not Telepathy.

Now, don't think that I hate psionics. I don't, as is evidenced by the fact that I actually use them in my games and have always had at least one player who chooses a psionic character. It's just that I think they've lost their unique flavor in 3.5. That's why I tend to houserule them, particularly the psionic combat modes. I feel it gives something back to the role-playing side of the game, rather than just making psionics another kind of magic.
 

Psionics are certainly allowed in the current campaign I play in (Eberron game), and psionic NPCs and monsters are around, but there aren't any psionic PCs currently (who knows what happens if a PC dies). We played a psionics-heavy campaign two campaigns ago (general practice with the group I game with is to reboot with new characters and usually a new setting every year or so), and I ran a psion in that game.
 

In the game I run NPCs and monsters use psionics.

Currently they are dealing with duergar including psychic warriors, psions, and psionic item crafters. They've seen a bunch of crystalline stuff as well.

They are available to the PCs but none have used them.
 

1, use them and love them. Excellent rules, balanced and elegant, and the inclusion of more good things to be used in my game is a wonderful thing.
 

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