Needed: Comparison of d20 Psionics Systems

DocSER

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D20 has presented a renewal in support for psionics. Unfortunately, there are multiple systems (many by the same person - nonetheless).

I am looking to introduce psionics in my game (through NPCs) and would like to hear about which system has worked best for people.

Of particular interest:

1] What experience have people had with "psionics is different" rules? I prefer the alien quality of "psionics is different" but does it have an unbalancing impact?

2] Do people generally prefere the Mindscapes psionic combat system or the SRD system?

Thanks for the advice.
 

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DocSER said:
I am looking to introduce psionics in my game (through NPCs) and would like to hear about which system has worked best for people.

Of particular interest:

1] What experience have people had with "psionics is different" rules? I prefer the alien quality of "psionics is different" but does it have an unbalancing impact?

I generally prefer the transparency rules (i.e., psionics is not different.) This stems back to 2e, when psionics where the achilles heel to just about every otherwise well protected creature. No 1 thing should be the solution to everything.

If you use the psionics are different rules, it seems to me that you have to structure your encounters around it, so that psionics aren't needlessly harms or helped by the rule.

2] Do people generally prefere the Mindscapes psionic combat system or the SRD system?

I much prefer the mindscapes rule, (though I don't like the replacement power for the ego whip.)

The quint psion also has a decent replacement combat system as well, though it feels a little more mundane.
 

IMHO - If you want to use the Psionics is Different ruling, you need to have roughly as many psionic creatures in the game as you do magical ones. Otherwise, as Psion points out, you have powers that bypass the defenses for almost all the SRD creatures.

I like the Mindscapes combat system better.
 

Does the -10 SR option help (giving psionic resistance to any creature with spell resistance at a PR=SR-10).

Other than spell resistance, what qualities are bypassed by psionics? Maybe I am just not thinking broadly enough.
 

IMC, Psionics Are Different. No issues so far, but then no PCs are playing Psions.

Here's how I work SR vs. PR:

1) Outsiders (Demons, Devils, Yugoloths, etc.) have PR = SR. They have "player resistance". ;)

2) Dragons have PR = (SR -10). They're not extraplanar, they are magical and not psionic, but they are very powerful and have some resistance to everything.

3) Psionic Aberrations have SR = (PR -10), and what the book lists is their PR, not their SR. Mind Flayers, for example, have PR 25 (SR 15). The same goes for Yuan-Ti.

4) For Constructs, magic immunity implies psionic immunity.

5) Races with innate magic or psionic affinity have only that resistance. Drow have only SR, Gith have only PR, for example.

6) The Tarrasque has PR = SR.

7) Items & spells grant only one or the other.

8) Others are on a case-by-case basis, mostly following the guidelines above.

-- Nifft
 

I am trying this in a relatively low magic setting (Ravenloft and then a low-magic homebrew) so I don' t need to worry about the Tarrasque :).

The guidelines are helpful.
 

Well here is another d20 psionic system: http://www.geocities.com/strutinan/index.html

As for me, I prefer the psionics are different rule.

But I've played very little with 3E psionics, I much prefer the 2nd edition version. If I was going to have house rules, then monsters can't use there powers an unlimited amount of times, I'd totally drop psionic combat or drop the huge psionic buffer non psionics get. And only psionic beings and maybe some other weird beasts would get power resistance.
 

I use Psionics are Different, but altered for...well...REASON!

A monster has Spell Resistance as an evolved measure to resist supernatural effects. The fact that most of these effects are created by spells is...incidental. There is NO reason for this resistance to apply against superantural MAGICAL fire, but not supernatural PSIONIC fire, for instance. Therefore, all natural SR=PR.

By the same token, Spell Resistance gained from magic is designed to interfere with the forces of MAGIC, not PSIONICS. So Spell Resistance gained form a magic item/spell applies ONLY to magic. The same is true for Power Resistance from a power or psionic item.

Even if magic does not directly influence the forces of psionics, their EFFECTS can infringe on one-another. A clairvoyance-blocking spell blocks both magical AND PSIONIC clairvoyance, psionic Fire Resistance protects agaisnt magical fireballs, and so on.

As far as psionic combat goes...thats a whole other kettle of fish. I've heavilly modified and tweaked the SRD version, so that it is no longer the "hole in the head" class feature, but a worthwhile and potent option during ANY battle! Without being grotesquely overpowered or slowing the game to a crawl.
 

we play psionic and majic aren't diferent :
- can introduce Psi as a DM or Player without real trouble : don't have to play a Psi Campaign.
- regarding spell/power it's very easy to handle, wizard don't have to create/buy new spell (detect psi) and Psionics character are balanced (detect psi also detect magic items ....)


we also play mindscape, combat system is fun, power points are better scaled ... many slight changes ... cool to play .

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I don't have psi character yet, so as a DM it's also very handy to use Psi monsters has described in the MM I mean using a Spell like or a psi power is almost the same things... so if I don't have the time to prepare monsters in advance ... I can use them easily on the spot.
 

Excellent guidelines from Nifft and Strutinan, I'll be using a combination of both your posts in my games. Thanks :)

If I may ask both of you... What Psi system do you use? WotC or Mindscape from Malhavoc?
 

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