IronWolf
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Psionics Handbook: A Review, a Rebuttal, and a Response
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As those who have been coming to my site know, I've had a psionics system up for a while. As those who talked to me about psionics also know, I've been complaining about what I had seen of the Psionics Handbook. After purchasing my own copy, and reading it through, I wrote a review. Since I found Bruce Cordell's (the author of the book) e-mail address, I decided I would be polite to forward it and ask for his rebuttal. However, since I'm me, I'm also going to respond to the response, in this post. He can certainly feel free to write me back, and I'll add his responses to my responses (if he wishes to) when I get them.
This will read somewhat interview style; the original text is normal, anything with BRC: is Bruce's response to that review, and things with an N: will be my reponses to his responses. I'm going to put lines between exchanges, just to make things a bit clearer (or confuse you more). Again, I want to thank Bruce for taking the time to respond to my review.
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I really, really, really wanted to hate this book. I wanted this book to suck more ass than a vampiric proctologist (try and get the picture out of your head... I dare you). A lot of what I read on the net annoyed the Hel out of me, and I was certain I wasn't going to like it. I bought it mostly so I could completely shred it in review. However, it didn't work out that way. While I'm not going to be singing its praises from every mountaintop, in the end, I have to say it's not bad... its not psionics, IMO, but its not bad.
First off, let's talk physical features of the book itself. There are none of the annoying background lines in this book, and there seems to be a lot more whitespace, especially in the powers section (likely a result of putting two, rather than three columns of type in the powers section). Though a side-by-side comparison shows that they aren't, the text feels larger in this book as well, and overall, it's a lot easier to read. The art is pretty good, though some sections (like the burning ray illustration on pages 56 and 57) feel "cartoony"; compare the young lady on page 34 with her picture on page 56, and you'll see what I mean.
If its not psionics, though, what is it? Simply put, its magic with a different vocabulary, and slightly different side-effects. You don't "cast spells", you "manifest powers". Rather than wave your arms and shout, letting everyone know you're casting a spell, weird things happen around you, letting everyone know you're manifesting a power.
BRC: Yes, otherwise, why would a psionic effect ever reasonably draw an attack of opportunity? We already know from the DMG and Monster Manual that psionics are considered a "spell-like" ability, and that spell-like abilities draw attacks of opportunity. And luckily so-if spell-like abilities like psionics didn't draw attacks of opportunity, balancing a psionic character with a spell-caster would have been a nightmare.
N: However, since all spell-like abilities provoke attacks of opprotunity, and not all of them are psionic in nature, presumably they reasonably draw them some other way... such as the look of complete concentration and obliviousness that comes from focussing on your inner power. Also, see my response below, as you seem to have missed the point of the statement.
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You don't brew potions, you scribe tattoos.
BRC: Yes, which you activate by touching and willing their effects. You can also transfer tattoos between two creatures-that tattoo skitters over your skin and on to your friend's.
N: In magical terms, you give a potion to a friend. You can even take it off their dead body; essentially, you've changed the outward appearance of things, without making anything really original out of it.
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You don't scribe scrolls, you encode stones. It goes on like this, ad nausem; even many of the spells/power are the same.
BRC: Ad nauseum? Ouch. Yes, several of the powers share names with spells because the Monster Manual shows us this is true-the mind flayer, the aboleth, and the yuan-ti have 'psionics' which are listed as spell names. There is obviously been some convergent evolution at work in the world of fantasy. However, you fail to mention crystal capacitors, crawling tattoos, psychoactive skins, crystal anchors, etc.. these obviously do not have a direct magical equivalent, nor should they.
N: Well, that Psionic monsters were out before anything describing psionics was is another rant altogether (same with Demons, Devils, and Celestials with regards to the Outer Planes). Basically, what I take issue with is the failure to make anything truly unique out of these things. Incidentally, a crystal capacitor looks suspiciously like a Pearl of Power. Crawling Tattoos, while somewhat original, bear suspicious resemblance to potions designed for throwing (such as oil of fiery burning from old editions). A crystal anchor seems to be a gem with a Contingencied Hold Person, set to go off when a certain spell is used within its radius. You have me on psychoactive skins; those are unique. Still, of your four examples, three have direct connections to things from the past, and the fourth is pretty close to quite a few rings.
N: I just re-read that, and I'm a little over-harsh. I don't expect authors to be completely original, or otherwise the game would become quickly unplayable. However, my point is that the feel is very similar between the types of items; it doesn't take long to see what the various types of items are supposed to replace. The feel of psionics should be, IMO, different from magic. The Psionics Handbook doesn't accomplish this; it simply changes the vocabulary.
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On the one hand, this makes the system very adaptable to a core game; its pretty much a plug and play book.
BRC: The ability to use this book with the core rules was my number one priorty-I'm glad I accomplished that
.
On the other hand, its annoying because not only do they reprint a lot, but they change all these things without there being a reason to. Why is there something specifically called "Power Resistance" if its identical to spell resistance in every way, even stopping spells? Do I need "Combat Manifestation" if I already have "Combat Casting"? Does Use Psionic Device need to be separate from Use Magic Device, Remote View from Scry, or Psicraft from Spellcraft? I think it adds a level of complexity to the game; one that they seemed to be trying to avoid by making psionics so similar to magic. It has a use if you're using one of the optional rules (Psionics is different from magic), but that could have easily been handled in that alternate rule, by noting that the Psionic and Magical versions of X, Y, and Z must be bought separately.
BRC: You've uncovered on a very important aspect of the book. This book is the Psionics Handbook. It was written first and foremost for psionic characters. It was determined early on that it would be particularly unsatisfying if, in order to access knowledge about psionic powers, you had to make a 'spellcraft' check or, in order to resist a psionic power being used against you, you had to rely on your Spell Resistance. Instead of engaging in a lot of handwaving and text to the effect of "even though it is a skill called Spell craft, for you, it works with psionics. weird, huh?"
N: The previous two points I will grant.
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Psionic feats are another major problem. Many of these are quite powerful; its pretty much worth it to pick up a level of Psychic Warrior just to pick up Inertial Armor, and have access to Psionic Weapon and other such feats for most classes...
BRC: I can see why that might seem like a good idea at first blush; however, you'd probably want to rethink taking Inertial Armor if you have free access to medium and heavy armors-armor bonuses don't stack, and it would turn out to be a wasted feat for you.
N: Brain Fart... I had meant to specify that it worked best for_most_ classes; Bard, Druid, Monk, Ranger, Rogue, Sorcerer, and Wizard will all benefit from this. Barbarians, Fighters, Clerics, and Paladins don't, since they aren't harmed by wearing medium armors. Still, that _is_ 7 out of 11 classes who would gain a definite advantage.
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by level _2_, a human Monk can be making all of his Unarmed attacks as touch attacks if he picked up a level of psychic warrior right off the bat.
BRC: Hrm, that is a little off-using the feats that allow your attacks to resolve as touch attacks each cost 5 power points. A starting psychic warrior gets 2 psionic power points a day-you have to take a few levels in order to use this even once, let alone allowing you to make ALL your unarmed attacks as if touch attacks.
N: Another point to Bruce; I misread the power.
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Not a bad trade-off, and enough to make me look askance at most of the feats. On the other hand (yes, I am a thri-kreen, so I get this many other hands), I can see one feat that is very much missing: Wild Talent. I could easily see Wild Talent being a general feat, allowing someone to manifest 1 talent from the psion or psychic warrior list once per day per level; no more, since most people taking it wouldn't have Power Points to use. Wouldn't have touched game balance in the least, and would have made for some neat customization of characters.
BRC: I can see where you are coming from, but it goes against a basic tenant of 3e to allow spellcasting to be picked up by a non-spellcasting class, unless they multiclass into it. The same goes for psionics.
N: Not your fault, Bruce, but I think that's a stupid tenet. From what I understand, one of the central ideas behind 3e was to clear up some of the stupid mistakes of the previous two, and to allow people to make sacrifices in one area (a feat) to gain a little something (a Wild Talent or Cantrip). To an extent, this was done; the confusion as to why a thief was the only one able to learn to pick pockets is cleared up with cross-class skills; but a fighter's abilities are still open to all, as are most of a rogues, and a wizard's are still completely opaque.
BRC:Besides, many of the rules of the game rely on whether or not you are a 'psionic' character. Would giving this 'wild talent' feat make you a psionic character? Yes? Then you open yourself up to psionic combat modes. but you don't have any defenses. Then, you might be tempted to provide some defenses to go along with the feat. but defenses cost power points to put up. Then, you might be tempted to provide power points to go along with the feat. and now you, the DM, are wondering, "why the heck doesn't this character just take a level of psion?"
N: Again, I see it as being about choices. Someone who chooses this feat knows they're going to make themselves vulnerable to psionic combat. To me, taking a level in a class can lead to a major betrayal of character concept. Wizards, Clerics, and Psions aren't forced to do this if they want to pick up a sword or pick a pocket; they must simply pay a price. The price for Warriors and Rogues is far higher, and the reward is far more than they may wish. To use an analogy, every character class is like a case of soda. If a Wizard wants some Fighter Brand Soda, he only has to buy a single can. If a Fighter wants some Wizard Brand soda, he has to buy a whole case. If he only has enough money for one soda... well, then, tough noogies. It becomes even more pronounced when you talk about Paladins and Monks, who _can't_ just pick up a level of a class which has some abilities they admire, unless they're prepared to never drink another Paladin Brand Bottled Water again.
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Psychic combat is another rough spot. Its not that bad, so long as you're only fighting other normal psions and psychic warriors. However, most psychic monsters have attack and defense modes they can activate for free, and you have to pay from every attack and every defense... not just one defense a round, either, but you have to pay for a defense against every attack that comes in. One psion, even a high-level one, against two of kind of psychic monster will quickly become a drooling idiot because of this.
BRC: While it is true that monsters with psionic attack and defense modes manifest them freely, your characterization of psions always losing to monsters because psionic character have to use power points is inaccurate. Regardless of their power pool, monsters still take ability damage from attacks made against them, and are just as likely to be put out of action during the course of a psionic combat as a character. And, because your average psionic character is going to have more psionic attack and defense modes than your average monster, the psionic characters are going to be at an advantage. Sure, they have to use power points while the monster doesn't, but if the monster's Wisdom is brought to 0 through psionic combat, then its nighty-night all the same for the poor monster.
N: Yes, being able to do it for free is a heck of an advantage; even if the psychic avoids taking any damage (which isn't likely), he's still depeleting his power pool. While the monster may be taking damage, he's not depleting his power pool... he can afford to switch from mental attack to mundane or external attack, because he can still defend without cost. And this assumes its a one-on-one fight, or even the monster against a party.. not the monster and a bunch of his friends against the party.
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Another spot that bugged me were powers, specifically those that did or repaired damage. There was no scalability with these. A first level psion throwing Firefall or Dissipating Touch is going to do the same damage as a 20th level psion. While the argument was, during the playtesting stages, that it kept a psion from using cheap, low-level powers to completely destroy someone, the same goal was achieved with wizard spells by putting level caps on damage dice. As it is, one power is made obsolete by the next one up the line; there is little reason to cast... whoops, "manifest" Concussion when you have Greater Concussion, because they're both doing 1d6 per power point; you just put more of them into Greater Concussion.
BRC: Though you point it out as a flaw, in fact not allowing psionic powers that do damage or heal to ramp is the saving grace of the system. Playtest after playtest showed the folly of the first rule set where powers ramped like spells-a power point system is too fluid to allow it. If I can pay 1 power point for a 1st level power that does 5d6 damage because I'm a 5th level caster, why the heck would I ever, ever spend 5 power points for a 3rd level power that does the same thing? Power points and ramping damage/healing really do not go together, and I have my playtesters, in and out of house, to thank for bringing this fact to light.
Ironically enough, they got it right with one power (Call Weaponry), which uses one power, at increasing cost, to summon better and better weapons, but they seem to have forgotten to do the same for powers like Concussion or Firefall/Whitefire.
BRC: For powers that didn't do direct damage or allow direct healing, the restriction against ramping does not necessarily apply. In this case, Call Weaponry seemed like a fine power to 'be everything at every level' to the psychic warrior, instead of creating a spell chain.
N: You seem to miss my point here, Bruce. The choice of Call Weaponry was very delibrate, because the more powerful effects are also the more expensive. I think it would have made a lot more internal sense if it worked that way for more scalable powers; If I'm 20th level, I can spend 1 point and do 1d6 damage, or I can spend 17 points and do 17d6. I don't see a balance conflict, there.
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What didn't bug me? Though Psicrystals were hokey, they worked fairly well. The division of powers into levels worked better than I thought, though since Power Point costs seem intrinsically linked to level (Level*2 -1 for those who haven't figured it out, yet), it means that someone creating a new psionic class won't easily be able to rearrange power levels. The free activation of talents is wonderful, and should have been instituted for Wizards with regards to cantrips. I thought having a use for Dull Gray Ioun Stones was neat, as well, and the Psiblades simply rock.
BRC: Thanks!
I was glad to see Githyanki and Githzerai updated, though they carry my standard gripe about Optional PC Races in Monster Sections (namely, what is their modifier if I want to play one as a character? Level +1? No modifier?)
BRC: That's a great point. In fact, the githyanki and githzerai Equivalent Character Level will be shown to be level +2.
I'm half-glad and half-disappointed to see that Thought Eaters no longer look like undead platypi; it was always fun to beat people up with an undead platypus, but at least you don't have to blush with shame just for describing one...
BRC: Glad we agree on that one.
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The prestige classes were pretty cool, as well, and the Slayer is a welcome add-on to the Ranger; someone who planned could take it by second or third level. I did find it annoying that the Metamind was required to "be able to manifest two different powers, one of which must be 2nd level or higher". So far as I can tell, there is no possible way to be able to manifest only one power if one of them is 2nd level. Perhaps I missed something?
BRC: I guess you should read it as "be able to manifest at least two different powers, one of which must be 2nd level or higher." This is written this way for two reasons: one, in order to manifest 2nd level powers, you have to be at least a 4th level psion, and 2, if you are a monster attempting to qualify for the prestige class, you must be able to manifest at least two different powers (not just one).
N: Psionic monsters with prestige classes didn't even cross my mind. Guess I did miss something.
Overall, I give the book a fist, as opposed to a thumbs up or a thumbs down. There is a lot that could have been done better, but there is a lot of stuff that's worth stealing to use elsewhere.
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As those who have been coming to my site know, I've had a psionics system up for a while. As those who talked to me about psionics also know, I've been complaining about what I had seen of the Psionics Handbook. After purchasing my own copy, and reading it through, I wrote a review. Since I found Bruce Cordell's (the author of the book) e-mail address, I decided I would be polite to forward it and ask for his rebuttal. However, since I'm me, I'm also going to respond to the response, in this post. He can certainly feel free to write me back, and I'll add his responses to my responses (if he wishes to) when I get them.
This will read somewhat interview style; the original text is normal, anything with BRC: is Bruce's response to that review, and things with an N: will be my reponses to his responses. I'm going to put lines between exchanges, just to make things a bit clearer (or confuse you more). Again, I want to thank Bruce for taking the time to respond to my review.
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I really, really, really wanted to hate this book. I wanted this book to suck more ass than a vampiric proctologist (try and get the picture out of your head... I dare you). A lot of what I read on the net annoyed the Hel out of me, and I was certain I wasn't going to like it. I bought it mostly so I could completely shred it in review. However, it didn't work out that way. While I'm not going to be singing its praises from every mountaintop, in the end, I have to say it's not bad... its not psionics, IMO, but its not bad.
First off, let's talk physical features of the book itself. There are none of the annoying background lines in this book, and there seems to be a lot more whitespace, especially in the powers section (likely a result of putting two, rather than three columns of type in the powers section). Though a side-by-side comparison shows that they aren't, the text feels larger in this book as well, and overall, it's a lot easier to read. The art is pretty good, though some sections (like the burning ray illustration on pages 56 and 57) feel "cartoony"; compare the young lady on page 34 with her picture on page 56, and you'll see what I mean.
If its not psionics, though, what is it? Simply put, its magic with a different vocabulary, and slightly different side-effects. You don't "cast spells", you "manifest powers". Rather than wave your arms and shout, letting everyone know you're casting a spell, weird things happen around you, letting everyone know you're manifesting a power.
BRC: Yes, otherwise, why would a psionic effect ever reasonably draw an attack of opportunity? We already know from the DMG and Monster Manual that psionics are considered a "spell-like" ability, and that spell-like abilities draw attacks of opportunity. And luckily so-if spell-like abilities like psionics didn't draw attacks of opportunity, balancing a psionic character with a spell-caster would have been a nightmare.
N: However, since all spell-like abilities provoke attacks of opprotunity, and not all of them are psionic in nature, presumably they reasonably draw them some other way... such as the look of complete concentration and obliviousness that comes from focussing on your inner power. Also, see my response below, as you seem to have missed the point of the statement.
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You don't brew potions, you scribe tattoos.
BRC: Yes, which you activate by touching and willing their effects. You can also transfer tattoos between two creatures-that tattoo skitters over your skin and on to your friend's.
N: In magical terms, you give a potion to a friend. You can even take it off their dead body; essentially, you've changed the outward appearance of things, without making anything really original out of it.
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You don't scribe scrolls, you encode stones. It goes on like this, ad nausem; even many of the spells/power are the same.
BRC: Ad nauseum? Ouch. Yes, several of the powers share names with spells because the Monster Manual shows us this is true-the mind flayer, the aboleth, and the yuan-ti have 'psionics' which are listed as spell names. There is obviously been some convergent evolution at work in the world of fantasy. However, you fail to mention crystal capacitors, crawling tattoos, psychoactive skins, crystal anchors, etc.. these obviously do not have a direct magical equivalent, nor should they.
N: Well, that Psionic monsters were out before anything describing psionics was is another rant altogether (same with Demons, Devils, and Celestials with regards to the Outer Planes). Basically, what I take issue with is the failure to make anything truly unique out of these things. Incidentally, a crystal capacitor looks suspiciously like a Pearl of Power. Crawling Tattoos, while somewhat original, bear suspicious resemblance to potions designed for throwing (such as oil of fiery burning from old editions). A crystal anchor seems to be a gem with a Contingencied Hold Person, set to go off when a certain spell is used within its radius. You have me on psychoactive skins; those are unique. Still, of your four examples, three have direct connections to things from the past, and the fourth is pretty close to quite a few rings.
N: I just re-read that, and I'm a little over-harsh. I don't expect authors to be completely original, or otherwise the game would become quickly unplayable. However, my point is that the feel is very similar between the types of items; it doesn't take long to see what the various types of items are supposed to replace. The feel of psionics should be, IMO, different from magic. The Psionics Handbook doesn't accomplish this; it simply changes the vocabulary.
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On the one hand, this makes the system very adaptable to a core game; its pretty much a plug and play book.
BRC: The ability to use this book with the core rules was my number one priorty-I'm glad I accomplished that

On the other hand, its annoying because not only do they reprint a lot, but they change all these things without there being a reason to. Why is there something specifically called "Power Resistance" if its identical to spell resistance in every way, even stopping spells? Do I need "Combat Manifestation" if I already have "Combat Casting"? Does Use Psionic Device need to be separate from Use Magic Device, Remote View from Scry, or Psicraft from Spellcraft? I think it adds a level of complexity to the game; one that they seemed to be trying to avoid by making psionics so similar to magic. It has a use if you're using one of the optional rules (Psionics is different from magic), but that could have easily been handled in that alternate rule, by noting that the Psionic and Magical versions of X, Y, and Z must be bought separately.
BRC: You've uncovered on a very important aspect of the book. This book is the Psionics Handbook. It was written first and foremost for psionic characters. It was determined early on that it would be particularly unsatisfying if, in order to access knowledge about psionic powers, you had to make a 'spellcraft' check or, in order to resist a psionic power being used against you, you had to rely on your Spell Resistance. Instead of engaging in a lot of handwaving and text to the effect of "even though it is a skill called Spell craft, for you, it works with psionics. weird, huh?"
N: The previous two points I will grant.
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Psionic feats are another major problem. Many of these are quite powerful; its pretty much worth it to pick up a level of Psychic Warrior just to pick up Inertial Armor, and have access to Psionic Weapon and other such feats for most classes...
BRC: I can see why that might seem like a good idea at first blush; however, you'd probably want to rethink taking Inertial Armor if you have free access to medium and heavy armors-armor bonuses don't stack, and it would turn out to be a wasted feat for you.
N: Brain Fart... I had meant to specify that it worked best for_most_ classes; Bard, Druid, Monk, Ranger, Rogue, Sorcerer, and Wizard will all benefit from this. Barbarians, Fighters, Clerics, and Paladins don't, since they aren't harmed by wearing medium armors. Still, that _is_ 7 out of 11 classes who would gain a definite advantage.
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by level _2_, a human Monk can be making all of his Unarmed attacks as touch attacks if he picked up a level of psychic warrior right off the bat.
BRC: Hrm, that is a little off-using the feats that allow your attacks to resolve as touch attacks each cost 5 power points. A starting psychic warrior gets 2 psionic power points a day-you have to take a few levels in order to use this even once, let alone allowing you to make ALL your unarmed attacks as if touch attacks.
N: Another point to Bruce; I misread the power.
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Not a bad trade-off, and enough to make me look askance at most of the feats. On the other hand (yes, I am a thri-kreen, so I get this many other hands), I can see one feat that is very much missing: Wild Talent. I could easily see Wild Talent being a general feat, allowing someone to manifest 1 talent from the psion or psychic warrior list once per day per level; no more, since most people taking it wouldn't have Power Points to use. Wouldn't have touched game balance in the least, and would have made for some neat customization of characters.
BRC: I can see where you are coming from, but it goes against a basic tenant of 3e to allow spellcasting to be picked up by a non-spellcasting class, unless they multiclass into it. The same goes for psionics.
N: Not your fault, Bruce, but I think that's a stupid tenet. From what I understand, one of the central ideas behind 3e was to clear up some of the stupid mistakes of the previous two, and to allow people to make sacrifices in one area (a feat) to gain a little something (a Wild Talent or Cantrip). To an extent, this was done; the confusion as to why a thief was the only one able to learn to pick pockets is cleared up with cross-class skills; but a fighter's abilities are still open to all, as are most of a rogues, and a wizard's are still completely opaque.
BRC:Besides, many of the rules of the game rely on whether or not you are a 'psionic' character. Would giving this 'wild talent' feat make you a psionic character? Yes? Then you open yourself up to psionic combat modes. but you don't have any defenses. Then, you might be tempted to provide some defenses to go along with the feat. but defenses cost power points to put up. Then, you might be tempted to provide power points to go along with the feat. and now you, the DM, are wondering, "why the heck doesn't this character just take a level of psion?"
N: Again, I see it as being about choices. Someone who chooses this feat knows they're going to make themselves vulnerable to psionic combat. To me, taking a level in a class can lead to a major betrayal of character concept. Wizards, Clerics, and Psions aren't forced to do this if they want to pick up a sword or pick a pocket; they must simply pay a price. The price for Warriors and Rogues is far higher, and the reward is far more than they may wish. To use an analogy, every character class is like a case of soda. If a Wizard wants some Fighter Brand Soda, he only has to buy a single can. If a Fighter wants some Wizard Brand soda, he has to buy a whole case. If he only has enough money for one soda... well, then, tough noogies. It becomes even more pronounced when you talk about Paladins and Monks, who _can't_ just pick up a level of a class which has some abilities they admire, unless they're prepared to never drink another Paladin Brand Bottled Water again.
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Psychic combat is another rough spot. Its not that bad, so long as you're only fighting other normal psions and psychic warriors. However, most psychic monsters have attack and defense modes they can activate for free, and you have to pay from every attack and every defense... not just one defense a round, either, but you have to pay for a defense against every attack that comes in. One psion, even a high-level one, against two of kind of psychic monster will quickly become a drooling idiot because of this.
BRC: While it is true that monsters with psionic attack and defense modes manifest them freely, your characterization of psions always losing to monsters because psionic character have to use power points is inaccurate. Regardless of their power pool, monsters still take ability damage from attacks made against them, and are just as likely to be put out of action during the course of a psionic combat as a character. And, because your average psionic character is going to have more psionic attack and defense modes than your average monster, the psionic characters are going to be at an advantage. Sure, they have to use power points while the monster doesn't, but if the monster's Wisdom is brought to 0 through psionic combat, then its nighty-night all the same for the poor monster.
N: Yes, being able to do it for free is a heck of an advantage; even if the psychic avoids taking any damage (which isn't likely), he's still depeleting his power pool. While the monster may be taking damage, he's not depleting his power pool... he can afford to switch from mental attack to mundane or external attack, because he can still defend without cost. And this assumes its a one-on-one fight, or even the monster against a party.. not the monster and a bunch of his friends against the party.
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Another spot that bugged me were powers, specifically those that did or repaired damage. There was no scalability with these. A first level psion throwing Firefall or Dissipating Touch is going to do the same damage as a 20th level psion. While the argument was, during the playtesting stages, that it kept a psion from using cheap, low-level powers to completely destroy someone, the same goal was achieved with wizard spells by putting level caps on damage dice. As it is, one power is made obsolete by the next one up the line; there is little reason to cast... whoops, "manifest" Concussion when you have Greater Concussion, because they're both doing 1d6 per power point; you just put more of them into Greater Concussion.
BRC: Though you point it out as a flaw, in fact not allowing psionic powers that do damage or heal to ramp is the saving grace of the system. Playtest after playtest showed the folly of the first rule set where powers ramped like spells-a power point system is too fluid to allow it. If I can pay 1 power point for a 1st level power that does 5d6 damage because I'm a 5th level caster, why the heck would I ever, ever spend 5 power points for a 3rd level power that does the same thing? Power points and ramping damage/healing really do not go together, and I have my playtesters, in and out of house, to thank for bringing this fact to light.
Ironically enough, they got it right with one power (Call Weaponry), which uses one power, at increasing cost, to summon better and better weapons, but they seem to have forgotten to do the same for powers like Concussion or Firefall/Whitefire.
BRC: For powers that didn't do direct damage or allow direct healing, the restriction against ramping does not necessarily apply. In this case, Call Weaponry seemed like a fine power to 'be everything at every level' to the psychic warrior, instead of creating a spell chain.
N: You seem to miss my point here, Bruce. The choice of Call Weaponry was very delibrate, because the more powerful effects are also the more expensive. I think it would have made a lot more internal sense if it worked that way for more scalable powers; If I'm 20th level, I can spend 1 point and do 1d6 damage, or I can spend 17 points and do 17d6. I don't see a balance conflict, there.
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What didn't bug me? Though Psicrystals were hokey, they worked fairly well. The division of powers into levels worked better than I thought, though since Power Point costs seem intrinsically linked to level (Level*2 -1 for those who haven't figured it out, yet), it means that someone creating a new psionic class won't easily be able to rearrange power levels. The free activation of talents is wonderful, and should have been instituted for Wizards with regards to cantrips. I thought having a use for Dull Gray Ioun Stones was neat, as well, and the Psiblades simply rock.
BRC: Thanks!
I was glad to see Githyanki and Githzerai updated, though they carry my standard gripe about Optional PC Races in Monster Sections (namely, what is their modifier if I want to play one as a character? Level +1? No modifier?)
BRC: That's a great point. In fact, the githyanki and githzerai Equivalent Character Level will be shown to be level +2.
I'm half-glad and half-disappointed to see that Thought Eaters no longer look like undead platypi; it was always fun to beat people up with an undead platypus, but at least you don't have to blush with shame just for describing one...
BRC: Glad we agree on that one.
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The prestige classes were pretty cool, as well, and the Slayer is a welcome add-on to the Ranger; someone who planned could take it by second or third level. I did find it annoying that the Metamind was required to "be able to manifest two different powers, one of which must be 2nd level or higher". So far as I can tell, there is no possible way to be able to manifest only one power if one of them is 2nd level. Perhaps I missed something?
BRC: I guess you should read it as "be able to manifest at least two different powers, one of which must be 2nd level or higher." This is written this way for two reasons: one, in order to manifest 2nd level powers, you have to be at least a 4th level psion, and 2, if you are a monster attempting to qualify for the prestige class, you must be able to manifest at least two different powers (not just one).
N: Psionic monsters with prestige classes didn't even cross my mind. Guess I did miss something.
Overall, I give the book a fist, as opposed to a thumbs up or a thumbs down. There is a lot that could have been done better, but there is a lot of stuff that's worth stealing to use elsewhere.
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