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Psionics Handbook
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<blockquote data-quote="Psion" data-source="post: 2008292" data-attributes="member: 172"><p>Wow. I realized that despite my handle, I haven't done a review on this product on ENWorld.</p><p></p><p>First off, let me dispense with the usual bugbears that follow psionics around. Psionics seems to be a "love it or hate it" thing with most D&D fans. Some love the new dimension afforded by the introduction of psionics ina game, the unique feel associated with characters who can inflict theirwill on reality with their minds. </p><p></p><p>I am not going to judge this book based on the notions of those who really don't grok the concept of psionics or try to tell you that psionics (which is essentially another brand of magic) don't belong in fantasy or who won't open the cover of the book because of their bad experiences with prior editions.</p><p></p><p>Let me sell it to you straight: this is the best psionics has ever been in D&D. Prior versions of psionic were abusive and confusing. It fit poorly with the surrounding system and circumvented the rules in ways that made psionic characters very broken. Low level characters could easily access powers that only much higher level mages could, and they bypass defenses like magic resistance while doing it.</p><p></p><p>As promised, this version of psionics fits in the prevailing system. Psionic characters are not overpowering compared to characters of other classes of the same levels, and the DM doesn't have to worry about an otherwise challenging climax being a cakewalk due to the mere presence of a psion.</p><p></p><p></p><p><strong>Graphical Presentation and Layout</strong></p><p></p><p>The interior is likewise graphically similar to the PHB with the samegeneral color art style and the same red border motif. Thankfully, thepages lack the same "brown guidelines" backdrop that marred the PHB, making it clearer and more readable.</p><p></p><p>The color art is stylish and well done, helping lend psionics a flavor all its own in 3e.</p><p></p><p>The book is sorted into chapters similar to the D&D 3e Core Rulebooks.The chapters, and their contents, are:</p><p> </p><p><strong>Classes</strong></p><p></p><p>The book presents two new basic psionic character classes: psion and psychic warrior. The psion is the equivalent to wizard or sorcerer of the psionic arts. Like a wizard, psions have specilialties. Unlike a wizard, psions mustselect a specialty in one of the 6 disciplines. However, they are also somewhat like sorcerers in that they only know a number of "powers" dictatedby their level and never learn any more. Unlike either, psions have powerpoints instead of "spell slots", which gives them added flexibility when using their powers.</p><p></p><p>The psionic disciplines are all keyed to one of the 6 D&D character abilities. The disciplines are Psychometabolism</p><p> (Str), Psychoportation (Dex), Psychokenisis (Con), Metacreativity (Int), Clairsentience (Wis), and Telepathy (Cha). Psions receive bonus power points based on the ability score associated with their specialty. Psions have no limitations on how many powers they can draw from otherdisciplines, other than their ability scores, which will necessarily limit them to their specialties in higher level power. For example, a telepath with 16 charisma and 11 strength could use 6th level telepathy power, but only 1st level psychometabolism powers.</p><p></p><p>Psychic Warrior is a bit more like the Bard class in that it only haspowers up to 6th level, and has some other abilities. The pyschicwarrior has its own list of powers to pick from and do not have specialties. They have a better attacks and hit dice, as well as receiving bonus feats, much like a fighter. The bonus feats can be combat related feats similarto a fighter's or psionic feats.</p><p></p><p>The psionic characters chapter contains material similar to the DMG characters chapter. This includes prestige classes and quick-NPC charts.</p><p></p><p><strong>Skills and Feats</strong></p><p></p><p>The skills chapters expands on the existing skills concentration and adds the new skills autohypnosis, knowledge (psionics), psicraft,r emote view, stabilize self, and use psionic device.</p><p></p><p>The feats chapter has new feats in three major categories: Psionic feats, metapsionic feats, and (psionic) item creation feats. Some space is devoted to general feats from the PHB that are prerequisites for psionic feats in this book.</p><p></p><p>Psionic feats are an interesting bit, granting certain abilities or bonuses as most feats do. Many are similar to the general feats. Some seem more powerful, but rely on having a certain power point total, and are useless if depleted. Some examples are inner strength (which gives thepsion more power points), inertial armor (gives the character an armorbonus of 4 as long as the psion has at least 1 power points), deep impact (lets the psionic character treat a melee attack as a touch attack), psionic focus(lets the character boost the DC of psionic powers in one discipline),and mind trap (drains power points from someone bold enough to overcomethe character's psionic defenses.)</p><p></p><p>Metaspsionic feats function similar to metamagic feats. They allow thepsionic character to enhance their powers at the cost of additional powerpoints. Item creation feats let you create psionic items, which are an analog of magic items.</p><p></p><p>Overall, psionic feats create a plethora of options for psionic charactersthat promise to make them distinctive from one another.</p><p></p><p><strong>Psionic rules, combat, and powers</strong></p><p></p><p>The psionics chapter discusses the actual use of psionics. This is divided into two major divisions: psionic combat modes and psionic powers.</p><p></p><p>Psionic powers are sorted into 10 levels, numbered from 0-9, like spells. Unlike spells, psionic characters don't use spell slots. Rather, they havea pool of power points. 0 level powers (called talents) have a number of free uses per day, after which they cost 1 power point. 1st level abilitiescost 1 point. Abilities of higher than level 1 cost 2 x the level, -1. Thus a level 9 power costs 17 points to use.</p><p></p><p>Unlike spells, psionic powers do not have components. Instead,psionic powers have "displays", telltale signs that let people know somethingis up when psionic powers are manifested.</p><p></p><p>By default, psionics are assumed to be treated as magic (and vice-versa)for the purposes of effects like dispel magic, magic dead zones, globesof invulnerability, and so forth. This is a major departure from the way psionics have been treated in the past, and the author provides you withsome variant rules to balance the campaign if you decide that psionics and magic aren't treated as the same. Personally, I like the concept of treating the two differently, as it solves a variety of balance and otherproblems that existed under previous editions.</p><p></p><p>Psionic combat maintains the same 10 combat modes (5 attack and 5 defense)that have existed in the game since psionics was first introduced, except that mind blank is renamed empty mind, probably to avoidconfusion with the spell mind blank. Psionic blast is now mind blast, and functions the same as the mind flayer ability.</p><p></p><p>Psionic attack modes, if successful, do ability point damage to psioniccharacters. Considering that psionic characters rely on their ability scoresto use certain powers, this can really hit them where they live! Non-psionic characters don't have the same mental pathways as psionic characters, and aren't subject to ability damage from the attacks. Non-psionic characters are stunned instead of taking ability point damage, and also receive asignificant bonus when saving against psionic attacks except for the mindblast.</p><p></p><p>Psionic defenses grant the character a bonus against psionic attackmodes. As in prior editions, the some defense modes are better against certain attack modes, maintaining the "rock-paper-scissors" type of relationship.</p><p></p><p>Overall, psionic combat seems as if it is more interesting and playablethan most prior editions, yet maintains some of the same flavor.</p><p></p><p><strong>Psionic Creatures</strong></p><p></p><p>The last chapter details psionic monsters and other creatures of concern to psionics, such asastral constructs.</p><p></p><p>The first item in the chapter is the "psionic creature" template. Thisis used to create new psionic creatures or adapt existing psionic creatures to the psionics handbook rules. This should let the DM prepare some nasty surprises for the player.</p><p></p><p>Psionic creatures are not just creatures with psionic levels. They arecreatures that can use psionics without the expenditure of power points(similar to spell like abilities), which makes them very dangerous opponents.</p><p></p><p>The chapter includes a few classics (such as brain moles, githzerai,githyanki, and intellect devourers) and a few new surprises (includingthe blue, a psionic goblin, and the cerebrilith, a psionic demon.) The gem dragons and thri-kreen appear in the web supplement.</p><p></p><p>Astral constructs are creatures created by the metacreative astral construct I-IX powers. Astral construct come in 9 levels of ability, and the creator of the construct can add abilities to the construct frommenus appropriate to the constructs power.</p><p></p><p><strong>Summary and Conclusions</strong></p><p></p><p>I think that the psionics handbook is by far the most balanced take on psionics in D&D to date. In addition to being balanced, there are more options to add variety to characters an adventures than ever before. Prior implementations of psionics seem like an afterthought in many ways. While this version of the psionics borrows heavily from the other parts of the D&D 3e mechanics, that is what makes it work. At the same time, the author makes a good effort to make psionics distinctive in flavor and focus from magic.</p><p></p><p>There are some things that some people aren't going to like, and that even I have some troubles with. For example, I find it a little hard to wrap my mind around the concept that some psionic powers are based on physical attributes. I can sort of understand it from a "wholeness of body" or "body-mind unity" or "chi focus" standpoint, but I still have a little trouble with the concept. Low level psions seem a little weak, and I have already seen many DMs bolster the psion a little.</p><p></p><p>Overall, however, the book has some solid and flavorful material, a good addition to a campaign.</p></blockquote><p></p>
[QUOTE="Psion, post: 2008292, member: 172"] Wow. I realized that despite my handle, I haven't done a review on this product on ENWorld. First off, let me dispense with the usual bugbears that follow psionics around. Psionics seems to be a "love it or hate it" thing with most D&D fans. Some love the new dimension afforded by the introduction of psionics ina game, the unique feel associated with characters who can inflict theirwill on reality with their minds. I am not going to judge this book based on the notions of those who really don't grok the concept of psionics or try to tell you that psionics (which is essentially another brand of magic) don't belong in fantasy or who won't open the cover of the book because of their bad experiences with prior editions. Let me sell it to you straight: this is the best psionics has ever been in D&D. Prior versions of psionic were abusive and confusing. It fit poorly with the surrounding system and circumvented the rules in ways that made psionic characters very broken. Low level characters could easily access powers that only much higher level mages could, and they bypass defenses like magic resistance while doing it. As promised, this version of psionics fits in the prevailing system. Psionic characters are not overpowering compared to characters of other classes of the same levels, and the DM doesn't have to worry about an otherwise challenging climax being a cakewalk due to the mere presence of a psion. [b]Graphical Presentation and Layout[/b] The interior is likewise graphically similar to the PHB with the samegeneral color art style and the same red border motif. Thankfully, thepages lack the same "brown guidelines" backdrop that marred the PHB, making it clearer and more readable. The color art is stylish and well done, helping lend psionics a flavor all its own in 3e. The book is sorted into chapters similar to the D&D 3e Core Rulebooks.The chapters, and their contents, are: [b]Classes[/b] The book presents two new basic psionic character classes: psion and psychic warrior. The psion is the equivalent to wizard or sorcerer of the psionic arts. Like a wizard, psions have specilialties. Unlike a wizard, psions mustselect a specialty in one of the 6 disciplines. However, they are also somewhat like sorcerers in that they only know a number of "powers" dictatedby their level and never learn any more. Unlike either, psions have powerpoints instead of "spell slots", which gives them added flexibility when using their powers. The psionic disciplines are all keyed to one of the 6 D&D character abilities. The disciplines are Psychometabolism (Str), Psychoportation (Dex), Psychokenisis (Con), Metacreativity (Int), Clairsentience (Wis), and Telepathy (Cha). Psions receive bonus power points based on the ability score associated with their specialty. Psions have no limitations on how many powers they can draw from otherdisciplines, other than their ability scores, which will necessarily limit them to their specialties in higher level power. For example, a telepath with 16 charisma and 11 strength could use 6th level telepathy power, but only 1st level psychometabolism powers. Psychic Warrior is a bit more like the Bard class in that it only haspowers up to 6th level, and has some other abilities. The pyschicwarrior has its own list of powers to pick from and do not have specialties. They have a better attacks and hit dice, as well as receiving bonus feats, much like a fighter. The bonus feats can be combat related feats similarto a fighter's or psionic feats. The psionic characters chapter contains material similar to the DMG characters chapter. This includes prestige classes and quick-NPC charts. [b]Skills and Feats[/b] The skills chapters expands on the existing skills concentration and adds the new skills autohypnosis, knowledge (psionics), psicraft,r emote view, stabilize self, and use psionic device. The feats chapter has new feats in three major categories: Psionic feats, metapsionic feats, and (psionic) item creation feats. Some space is devoted to general feats from the PHB that are prerequisites for psionic feats in this book. Psionic feats are an interesting bit, granting certain abilities or bonuses as most feats do. Many are similar to the general feats. Some seem more powerful, but rely on having a certain power point total, and are useless if depleted. Some examples are inner strength (which gives thepsion more power points), inertial armor (gives the character an armorbonus of 4 as long as the psion has at least 1 power points), deep impact (lets the psionic character treat a melee attack as a touch attack), psionic focus(lets the character boost the DC of psionic powers in one discipline),and mind trap (drains power points from someone bold enough to overcomethe character's psionic defenses.) Metaspsionic feats function similar to metamagic feats. They allow thepsionic character to enhance their powers at the cost of additional powerpoints. Item creation feats let you create psionic items, which are an analog of magic items. Overall, psionic feats create a plethora of options for psionic charactersthat promise to make them distinctive from one another. [b]Psionic rules, combat, and powers[/b] The psionics chapter discusses the actual use of psionics. This is divided into two major divisions: psionic combat modes and psionic powers. Psionic powers are sorted into 10 levels, numbered from 0-9, like spells. Unlike spells, psionic characters don't use spell slots. Rather, they havea pool of power points. 0 level powers (called talents) have a number of free uses per day, after which they cost 1 power point. 1st level abilitiescost 1 point. Abilities of higher than level 1 cost 2 x the level, -1. Thus a level 9 power costs 17 points to use. Unlike spells, psionic powers do not have components. Instead,psionic powers have "displays", telltale signs that let people know somethingis up when psionic powers are manifested. By default, psionics are assumed to be treated as magic (and vice-versa)for the purposes of effects like dispel magic, magic dead zones, globesof invulnerability, and so forth. This is a major departure from the way psionics have been treated in the past, and the author provides you withsome variant rules to balance the campaign if you decide that psionics and magic aren't treated as the same. Personally, I like the concept of treating the two differently, as it solves a variety of balance and otherproblems that existed under previous editions. Psionic combat maintains the same 10 combat modes (5 attack and 5 defense)that have existed in the game since psionics was first introduced, except that mind blank is renamed empty mind, probably to avoidconfusion with the spell mind blank. Psionic blast is now mind blast, and functions the same as the mind flayer ability. Psionic attack modes, if successful, do ability point damage to psioniccharacters. Considering that psionic characters rely on their ability scoresto use certain powers, this can really hit them where they live! Non-psionic characters don't have the same mental pathways as psionic characters, and aren't subject to ability damage from the attacks. Non-psionic characters are stunned instead of taking ability point damage, and also receive asignificant bonus when saving against psionic attacks except for the mindblast. Psionic defenses grant the character a bonus against psionic attackmodes. As in prior editions, the some defense modes are better against certain attack modes, maintaining the "rock-paper-scissors" type of relationship. Overall, psionic combat seems as if it is more interesting and playablethan most prior editions, yet maintains some of the same flavor. [b]Psionic Creatures[/b] The last chapter details psionic monsters and other creatures of concern to psionics, such asastral constructs. The first item in the chapter is the "psionic creature" template. Thisis used to create new psionic creatures or adapt existing psionic creatures to the psionics handbook rules. This should let the DM prepare some nasty surprises for the player. Psionic creatures are not just creatures with psionic levels. They arecreatures that can use psionics without the expenditure of power points(similar to spell like abilities), which makes them very dangerous opponents. The chapter includes a few classics (such as brain moles, githzerai,githyanki, and intellect devourers) and a few new surprises (includingthe blue, a psionic goblin, and the cerebrilith, a psionic demon.) The gem dragons and thri-kreen appear in the web supplement. Astral constructs are creatures created by the metacreative astral construct I-IX powers. Astral construct come in 9 levels of ability, and the creator of the construct can add abilities to the construct frommenus appropriate to the constructs power. [b]Summary and Conclusions[/b] I think that the psionics handbook is by far the most balanced take on psionics in D&D to date. In addition to being balanced, there are more options to add variety to characters an adventures than ever before. Prior implementations of psionics seem like an afterthought in many ways. While this version of the psionics borrows heavily from the other parts of the D&D 3e mechanics, that is what makes it work. At the same time, the author makes a good effort to make psionics distinctive in flavor and focus from magic. There are some things that some people aren't going to like, and that even I have some troubles with. For example, I find it a little hard to wrap my mind around the concept that some psionic powers are based on physical attributes. I can sort of understand it from a "wholeness of body" or "body-mind unity" or "chi focus" standpoint, but I still have a little trouble with the concept. Low level psions seem a little weak, and I have already seen many DMs bolster the psion a little. Overall, however, the book has some solid and flavorful material, a good addition to a campaign. [/QUOTE]
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