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Mind Over Matter
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<blockquote data-quote="Keeper of Secrets" data-source="post: 2011912" data-attributes="member: 13836"><p>I should point out that I received a complimentary copy of <em>Mind Over Matter </em>for review purposes.</p><p></p><p><em>Mind Over Matter</em>, from Interactive Design Adventures is a skill based psionics system for d20. Written by Steve Miller, this PDF product is essentially an alternate system of psionics, using only feats and skills. Upon reading <em>Mind Over Matter</em>, I found that this is one of the most clever and innovate products I have seen in quite some time.</p><p></p><p>In the introduction, Miller lays the groundwork for product. Perhaps one of the most poignant and important things he points out is what the product is not. Miller makes it clear that this product is best used in a campaign setting that has low magic or other aspects that will not downplay the psionics system in the product. Furthermore, just to be clear, Miller also makes sure the reader is well aware of the fact that this is a replacement for an existing psionics system, rather than an enhancement for current systems. Frankly, I have never been overly enthused with existing systems for psionics, which is one of the reasons why I was so impressed with <em>Mind Over Matter</em>. As I read it, I grew to like it more and more, visualizing how well it could work with a variety of systems. For instance, whereas <em>Dungeons & Dragons </em>may not be the ideal system for <em>Mind Over Matter</em>, there is definitely something to be said for giving it a shot with <em>Grim Tales</em>, <em>D20 Call of Cthulhu</em>, <em>Spycraft</em> (if a science fiction emphasis is desired), <em>D20 Modern</em>, or perhaps even <em>Mutants & Masterminds </em>(with a little bit of work). In any event, if the existing psionic systems have little luster for you, then <em>Mind Over Matter</em> is certainly something you might find helpful.</p><p></p><p>In Chapters 1-3, Miller explains how it works. Honestly, its pretty simple, but here is the basic overview: Rather than have a series of abilities, psionic powers work like skills. Rather than putting skill points in Acrobatics, Listen, or Spot, players have the option of placing skill points into psionics skills. Naturally, this means that characters with psionics will be not as well rounded as some of their contemporaries but that is one of the risks they assume. For those concerned about game balance, Miller does a good job of addressing it. Before some psionic abilities (skills) can be selected, certain feats much be purchased. Before certain feats can be selected, certain prerequisite feats can be selected. So, with a system built upon some prerequisites and skill point purchases, it really works out to be a fair system insofar as the cost and game balance is concerned.</p><p></p><p>What does a character get for their choice to go down the path of psionic initiate? Most psionic abilities from games and popular fiction: the ability to resist psionic abilities, empathy with humans, empathy with computers, domination, possession, astral projection, aura reading, postcognition, healing, telepathy, telekinesis, just to name a few. Honestly, the powers/skills work really well. The powers/skills really look a lot like powers from a superhero setting. Many of the abilities have DCs that the player has to meet in order to get a success (often the DC is an opposed roll with the ‘victim’ that the character is trying to have the power work against). By examining the powers carefully, it really seems to work out well and the game balance provides a challenging type of character for someone to play. </p><p></p><p>In addition to the feats and skills, Miller provides races and classes that really mesh well with the rest of the book. There are only two suggested races; Anaki and Atlanteans. Both are well researched. The Anaki are essentially an alien race not unlike ‘the grays’ in science fiction mythology and the Atlanteans are the late great advanced race of technologically advanced individuals. Both of these races are perfect for a book on psionics and provide players with an exciting opportunity to play something different, especially if the GM is running a science fiction style of game. </p><p></p><p>The classes resemble something out of a Phillip K Dick story. I really felt that Miller did a good job of conjuring up the not-too-distant future with classes like the PsiCop, Psychic Soldier, and Psikonite Elementalist. Each of these use the skills/powers in a unique way that allow the player to create something different and unique. Honestly, I would have liked to have seen a few classes for use in a fantasy setting but a clever GM can find ways to do that on their own, as the rest of the system is easily adaptable to a variety of possibilities. </p><p></p><p>Finally, Miller offers information on equipment, settings and character progression systems. The chapter on equipment is works well with the rest of the book. It provides equipment that truly enhances the classes and skills and can easily be integrated into a campaign. The kind of material one can expect is basically items that work off psionic energy and so on. These are a psionic’s tools of the trade and work part and parcel with the rest of the system.</p><p></p><p>Whereas I think the system Miller has created is brilliant in its simplicity, I have only a few complaints with it. First, as previously mentioned, I would like to have seen some classes for use in a fantasy setting or even a modern setting with low science fiction. Second, the system dos require a certain amount of trust on the part of the players and the GM. It is possible that some unscrupulous players could try and take advantage of the system and create some serious min-maxing issues. However, a vigilant GM could probably prevent this with a minimal amount of effort, especially if he has a good relationship with his players. Finally, there is a section on Action Points that is not as well fleshed out as I would have liked. Obviously, a majority of players familiar with either<em> D20 Modern </em>or with <em>Spycraft </em>will certainly not need much to fill in the blanks but for those who may not be as familiar, a more complete description would have been really helpful.</p><p></p><p>In conclusion, I was very impressed with<em> Mind Over Matter</em>. The psionic system is the most superior psionics system I have seen for a game, as it works while remaining uncomplicated. Miller has created a product that, if given a chance by players, will be viewed as an excellent crutch for a variety of systems needed an exciting new dimension. Hopefully Miller will consider adding to this volume, creating a few new classes and maybe even a detailed campaign setting in a future product.</p><p></p><p>I give it four and a half out of five stars.</p></blockquote><p></p>
[QUOTE="Keeper of Secrets, post: 2011912, member: 13836"] I should point out that I received a complimentary copy of [i]Mind Over Matter [/i]for review purposes. [i]Mind Over Matter[/i], from Interactive Design Adventures is a skill based psionics system for d20. Written by Steve Miller, this PDF product is essentially an alternate system of psionics, using only feats and skills. Upon reading [i]Mind Over Matter[/i], I found that this is one of the most clever and innovate products I have seen in quite some time. In the introduction, Miller lays the groundwork for product. Perhaps one of the most poignant and important things he points out is what the product is not. Miller makes it clear that this product is best used in a campaign setting that has low magic or other aspects that will not downplay the psionics system in the product. Furthermore, just to be clear, Miller also makes sure the reader is well aware of the fact that this is a replacement for an existing psionics system, rather than an enhancement for current systems. Frankly, I have never been overly enthused with existing systems for psionics, which is one of the reasons why I was so impressed with [i]Mind Over Matter[/i]. As I read it, I grew to like it more and more, visualizing how well it could work with a variety of systems. For instance, whereas [i]Dungeons & Dragons [/i]may not be the ideal system for [i]Mind Over Matter[/i], there is definitely something to be said for giving it a shot with [i]Grim Tales[/i], [i]D20 Call of Cthulhu[/i], [i]Spycraft[/i] (if a science fiction emphasis is desired), [i]D20 Modern[/i], or perhaps even [i]Mutants & Masterminds [/i](with a little bit of work). In any event, if the existing psionic systems have little luster for you, then [i]Mind Over Matter[/i] is certainly something you might find helpful. In Chapters 1-3, Miller explains how it works. Honestly, its pretty simple, but here is the basic overview: Rather than have a series of abilities, psionic powers work like skills. Rather than putting skill points in Acrobatics, Listen, or Spot, players have the option of placing skill points into psionics skills. Naturally, this means that characters with psionics will be not as well rounded as some of their contemporaries but that is one of the risks they assume. For those concerned about game balance, Miller does a good job of addressing it. Before some psionic abilities (skills) can be selected, certain feats much be purchased. Before certain feats can be selected, certain prerequisite feats can be selected. So, with a system built upon some prerequisites and skill point purchases, it really works out to be a fair system insofar as the cost and game balance is concerned. What does a character get for their choice to go down the path of psionic initiate? Most psionic abilities from games and popular fiction: the ability to resist psionic abilities, empathy with humans, empathy with computers, domination, possession, astral projection, aura reading, postcognition, healing, telepathy, telekinesis, just to name a few. Honestly, the powers/skills work really well. The powers/skills really look a lot like powers from a superhero setting. Many of the abilities have DCs that the player has to meet in order to get a success (often the DC is an opposed roll with the ‘victim’ that the character is trying to have the power work against). By examining the powers carefully, it really seems to work out well and the game balance provides a challenging type of character for someone to play. In addition to the feats and skills, Miller provides races and classes that really mesh well with the rest of the book. There are only two suggested races; Anaki and Atlanteans. Both are well researched. The Anaki are essentially an alien race not unlike ‘the grays’ in science fiction mythology and the Atlanteans are the late great advanced race of technologically advanced individuals. Both of these races are perfect for a book on psionics and provide players with an exciting opportunity to play something different, especially if the GM is running a science fiction style of game. The classes resemble something out of a Phillip K Dick story. I really felt that Miller did a good job of conjuring up the not-too-distant future with classes like the PsiCop, Psychic Soldier, and Psikonite Elementalist. Each of these use the skills/powers in a unique way that allow the player to create something different and unique. Honestly, I would have liked to have seen a few classes for use in a fantasy setting but a clever GM can find ways to do that on their own, as the rest of the system is easily adaptable to a variety of possibilities. Finally, Miller offers information on equipment, settings and character progression systems. The chapter on equipment is works well with the rest of the book. It provides equipment that truly enhances the classes and skills and can easily be integrated into a campaign. The kind of material one can expect is basically items that work off psionic energy and so on. These are a psionic’s tools of the trade and work part and parcel with the rest of the system. Whereas I think the system Miller has created is brilliant in its simplicity, I have only a few complaints with it. First, as previously mentioned, I would like to have seen some classes for use in a fantasy setting or even a modern setting with low science fiction. Second, the system dos require a certain amount of trust on the part of the players and the GM. It is possible that some unscrupulous players could try and take advantage of the system and create some serious min-maxing issues. However, a vigilant GM could probably prevent this with a minimal amount of effort, especially if he has a good relationship with his players. Finally, there is a section on Action Points that is not as well fleshed out as I would have liked. Obviously, a majority of players familiar with either[i] D20 Modern [/i]or with [i]Spycraft [/i]will certainly not need much to fill in the blanks but for those who may not be as familiar, a more complete description would have been really helpful. In conclusion, I was very impressed with[i] Mind Over Matter[/i]. The psionic system is the most superior psionics system I have seen for a game, as it works while remaining uncomplicated. Miller has created a product that, if given a chance by players, will be viewed as an excellent crutch for a variety of systems needed an exciting new dimension. Hopefully Miller will consider adding to this volume, creating a few new classes and maybe even a detailed campaign setting in a future product. I give it four and a half out of five stars. [/QUOTE]
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