Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Psionics Handbook
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Morrus" data-source="post: 2008073" data-attributes="member: 1"><p>The Psionics Handbook is a hardcover book, not as thick as the other core rules books from WotC, but certainly adequate in size.</p><p></p><p>The layout is very similar to the Player's Handbook - it begins with classes, and moves on to skills, feats, psionics rules and then psionic powers. Then comes the 'DMG' part of the book, including prestige classes, psionic items and, finally, monsters. Everything is covered well, and there appear to be no areas missing.</p><p></p><p>The general appearance of the book is similar to the PHB, but without the background lines. The text is laid out in two, rather than three columns; I personally don't feel that that makes much of a difference, but I know that some find it easier to read. The artwork is similar in style to that in the PHB - full colour pictures of high quality.</p><p></p><p>The <strong>classes</strong> chapter introduces the two main psionic classes - the psion and the psychic warrior. If I had to use an analogy, I would say that the psion is the psychic equivalent of the sorceror, and the psychic warrior is the equivalent of a fighter-sorceror. The chapter also introduces the concept of the <em>psicrystal</em>, an intelligent psionic item similar to the sorceror's familiar; this crystal grows in intelligence and power as the psion's level increases, and is imbued with a distinct personality selected at creation (this is chosen from a list).</p><p></p><p>The <strong>skills and feats</strong> largely echo the magic-related skills and feats in the PHB. Thus <em>spellcraft</em> becomes <em>psicraft</em>, <em>combat casting</em> becomes <em>combat manifestation</em>. This is a theme repeated throughout the book (spells, skills,feats etc.) and seems slightly pointless to me: much easier would be a list of skills and feats which are used by psionic characters and their alternate, psionic names indicated. Some of the skills and feats are, of course, new and these do not appear unbalanced.</p><p></p><p>Next we have a chapter that deals with <strong>psionic rules</strong> in general. These rules tell you how to manifest a power, how many power points this will cost and how psionic combat works. Those who have seen previous D&D psionics rules will be familiar with the five attack and defense modes - fortnately these rules are far more streamlined than in previous incarnations and fit neatly into the 3E core rules.</p><p></p><p>Next we have the<strong> powers</strong>. These are presented in the same way as the spell lists in the PHB. First you have the master list of powers for each of the two classes, with a brief one-line description of that power. Psionic characters have cantrips just like spellcasters, but these are renamed <em>talents</em>. The powers are then dealt with in alphabetical order with familiar entries: level, target, duration, saving throw and a description. A couple of new, psi-related entries are also included ('display' and 'power points'). The powers themselves are divided into different disciplines (for that read 'schools' or 'domains') and many echo spell abilities of the same or a similar name. However, there are loads and loads of abilities not covered by spells. The powers scale from levels 1 through 9 in the same way as spells, and are far less unbalancing than in previous incarnations.</p><p></p><p>The <strong>prestige classes</strong> are next. There are four of these: the <em>Metamind</em>, a character who concentrates on amassing raw mental power at the expense of some higher level abilities; the <em>Pyrokineticist</em>, who does exactly what it says on the box; the <em>Soulknife</em>, who wields a shimmering blade of psionic energy; and the <em>Slayer</em>, a character who devotes himself to the hunting of and slaying of Illithids (Mindflayers).</p><p></p><p>These prestige classes are colourful, unique and well-crafted. I was a tad bemused by the power progression tables on each - the character stops gaining powers for a few levels and then starts again with level 0 powers. None of them build on the charcater's existing psionic ability in the same way that most wizard or sorceror prestige classes do.</p><p></p><p>The prestige classes are followed by a short section on psionic NPCs, similar to the NPC tables in the DMG. If you use the tables in the DMG, you'll be grateful for their inclusion here - otherwise you'll just skip these 6 or so pages.</p><p></p><p><strong>Psionic Items</strong> is the next chapter. The chapter is laid out in exactly the same way as the magical items chapter in the DMG. There are some interesting new concepts - <em>psionic tattoos</em> for example, but nothing earthshattering. Useful if not especially inspiring. </p><p></p><p>And last, but not least, we come to the <strong>monsters</strong>. The chapter is laid out like the Monster Manual with full-colour pictures and includes17 creatures plus a psionic template that can be laid over the top of any other monster. All the old favourites are here, although I feel that the Illithids should have appeared in this book rather than the MM. One minor point is that there isn't quite enough information to use any of the monsters as PC races - the Githzerai, for example, has a brief section on using them as PCs but does not provide the equivalent level for balance purposes. I finally used them as level +2, but it was largely a guess.</p><p></p><p>In <strong>conclusion</strong>- what we have here is the product that should have been made ten years go. For the first time in my gaming career, I am going to allow psionic characters into my campaign. The rules are balanced, and the psionic classes are equal to the other core classes. If I have any gripes, they are the lack of uniqueness that occasionally crops up (e.g. the renamed magic feats, skills and spells). I feel also that, if you introduce the Psion, you should do away with the Sorceror from your campaign, but that's just me! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Morrus, post: 2008073, member: 1"] The Psionics Handbook is a hardcover book, not as thick as the other core rules books from WotC, but certainly adequate in size. The layout is very similar to the Player's Handbook - it begins with classes, and moves on to skills, feats, psionics rules and then psionic powers. Then comes the 'DMG' part of the book, including prestige classes, psionic items and, finally, monsters. Everything is covered well, and there appear to be no areas missing. The general appearance of the book is similar to the PHB, but without the background lines. The text is laid out in two, rather than three columns; I personally don't feel that that makes much of a difference, but I know that some find it easier to read. The artwork is similar in style to that in the PHB - full colour pictures of high quality. The [b]classes[/b] chapter introduces the two main psionic classes - the psion and the psychic warrior. If I had to use an analogy, I would say that the psion is the psychic equivalent of the sorceror, and the psychic warrior is the equivalent of a fighter-sorceror. The chapter also introduces the concept of the [i]psicrystal[/i], an intelligent psionic item similar to the sorceror's familiar; this crystal grows in intelligence and power as the psion's level increases, and is imbued with a distinct personality selected at creation (this is chosen from a list). The [b]skills and feats[/b] largely echo the magic-related skills and feats in the PHB. Thus [i]spellcraft[/i] becomes [i]psicraft[/i], [i]combat casting[/i] becomes [i]combat manifestation[/i]. This is a theme repeated throughout the book (spells, skills,feats etc.) and seems slightly pointless to me: much easier would be a list of skills and feats which are used by psionic characters and their alternate, psionic names indicated. Some of the skills and feats are, of course, new and these do not appear unbalanced. Next we have a chapter that deals with [b]psionic rules[/b] in general. These rules tell you how to manifest a power, how many power points this will cost and how psionic combat works. Those who have seen previous D&D psionics rules will be familiar with the five attack and defense modes - fortnately these rules are far more streamlined than in previous incarnations and fit neatly into the 3E core rules. Next we have the[b] powers[/b]. These are presented in the same way as the spell lists in the PHB. First you have the master list of powers for each of the two classes, with a brief one-line description of that power. Psionic characters have cantrips just like spellcasters, but these are renamed [i]talents[/i]. The powers are then dealt with in alphabetical order with familiar entries: level, target, duration, saving throw and a description. A couple of new, psi-related entries are also included ('display' and 'power points'). The powers themselves are divided into different disciplines (for that read 'schools' or 'domains') and many echo spell abilities of the same or a similar name. However, there are loads and loads of abilities not covered by spells. The powers scale from levels 1 through 9 in the same way as spells, and are far less unbalancing than in previous incarnations. The [b]prestige classes[/b] are next. There are four of these: the [i]Metamind[/i], a character who concentrates on amassing raw mental power at the expense of some higher level abilities; the [i]Pyrokineticist[/i], who does exactly what it says on the box; the [i]Soulknife[/i], who wields a shimmering blade of psionic energy; and the [i]Slayer[/i], a character who devotes himself to the hunting of and slaying of Illithids (Mindflayers). These prestige classes are colourful, unique and well-crafted. I was a tad bemused by the power progression tables on each - the character stops gaining powers for a few levels and then starts again with level 0 powers. None of them build on the charcater's existing psionic ability in the same way that most wizard or sorceror prestige classes do. The prestige classes are followed by a short section on psionic NPCs, similar to the NPC tables in the DMG. If you use the tables in the DMG, you'll be grateful for their inclusion here - otherwise you'll just skip these 6 or so pages. [b]Psionic Items[/b] is the next chapter. The chapter is laid out in exactly the same way as the magical items chapter in the DMG. There are some interesting new concepts - [i]psionic tattoos[/i] for example, but nothing earthshattering. Useful if not especially inspiring. And last, but not least, we come to the [b]monsters[/b]. The chapter is laid out like the Monster Manual with full-colour pictures and includes17 creatures plus a psionic template that can be laid over the top of any other monster. All the old favourites are here, although I feel that the Illithids should have appeared in this book rather than the MM. One minor point is that there isn't quite enough information to use any of the monsters as PC races - the Githzerai, for example, has a brief section on using them as PCs but does not provide the equivalent level for balance purposes. I finally used them as level +2, but it was largely a guess. In [b]conclusion[/b]- what we have here is the product that should have been made ten years go. For the first time in my gaming career, I am going to allow psionic characters into my campaign. The rules are balanced, and the psionic classes are equal to the other core classes. If I have any gripes, they are the lack of uniqueness that occasionally crops up (e.g. the renamed magic feats, skills and spells). I feel also that, if you introduce the Psion, you should do away with the Sorceror from your campaign, but that's just me! :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Psionics Handbook
Top