No one is thrilled with Psionic rule systems :(

Neo said:
Well speaking for myself i loved the Psionics Handbook and everything in it, and i enjoy the occasiona foray playing as a psionics user.

However it has by far recieved far more use in the games of Dragonstar i have run

I think i am going to have to agree with Neo, i love the 3rd ed Psionics, i think they are very well done, true to the fact there was a little tweeking that needed, i felt that psions where little to weak compaier to say a sorc. or mage, so i just upped the power point totals, and then started using Mr. cordals ideas.
 

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Wikidogre said:


I think i am going to have to agree with Neo, i love the 3rd ed Psionics, i think they are very well done, true to the fact there was a little tweeking that needed, i felt that psions where little to weak compaier to say a sorc. or mage, so i just upped the power point totals, and then started using Mr. cordals ideas.

I agree. The 3E Psionic rules - even in their original form - are the best that have been made so far (of course 1E and 2E psionics were far below par). I use the fixes in ITCK, the Mind's Eye and I plan to use the upcoming Mindscape supplement by Bruce as well.

And true - Psionics are a great addition in Dragonstar...

-Zarrock
 

I think the D&D psionics rules are well done.

I think the reason they look like magic is because the Powers can be seen as spells. The biggest difference between the two systems is spell slots vs. power points.

I think you have to use whatever system fits what you want for your game.
 

LostSoul said:
I think the D&D psionics rules are well done.

I think the reason they look like magic is because the Powers can be seen as spells. The biggest difference between the two systems is spell slots vs. power points.

I think you have to use whatever system fits what you want for your game.

part of it is also because psionic powers are gained in a level progression format. Star Wars taught us that it doesn't have to be that way :)
 


Voneth said:
part of it is also because psionic powers are gained in a level progression format. Star Wars taught us that it doesn't have to be that way :)

Good point. It also teaches us that magic doesn't have to be tied to level, either. ;)
 

I think the biggest problem with 3E psionics is that there's no reason to use it if all it does is duplicate magical effects - no matter what the system. Making up psionic versions of all the spells in the Players Handbook is about the least productive thing you could possibly do.

Of course, since the reverse holds true (if you come up with an interesting psionic power some goombah will turn it into a spell), for a psionic system to be worth playing it would have to be fairly closely aligned to a particular genre if not an actual setting.

In the meantime I'm looking for some ideas for psionic rules appropriate to a sci-fi setting (a grittier Gamma World set in space) for publication. Contact me if you are interested.

jkantor@mindspring.com
 

Alternate Psionic System

I don't know if anyone is interested but I am tinkering with developing an alternate psionics system that works much like magic does in the Call of Cthulhu d20 game. Powers can be used as often as desired, but deal temporary ability damage based on powers.

To limit low-level characters from using nothing but hgih powered (and potentially lethal) powers, I plan on breaking the powers back down into the old devotions and sciences system. The ability that gets drained would be keyed to the key ability for that discipline (as defined in 3E PsiHB). Psionic specialists reduce ability damage from their chosen school by 1/6 levels.

I haven't developed alternate psionic combat yet, am still tinkering with that. Will keep you all posted (don't expect the new system to be done any time soon though as it is part of an entire sourcebook I'm developing)
 

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