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Psionics Handbook
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<blockquote data-quote="Jarval" data-source="post: 2008357" data-attributes="member: 421"><p>First Impressions: This book very much follows the design of the core rule books, with good layout and nice clean, consistent art work (most of which is in full colour). They've also dropped the lines behind the text (one of the few flaws of the core books), improving readability.</p><p></p><p>The book starts with a single page introduction, giving an overview of the book and an explanation of psionics for those new to the idea.</p><p></p><p>Chapter 1: Psionic Classes</p><p>The first chapter details the two psionic classes, the Psion and the new Psychic Warrior. To compare with the standard classes, the Psion class has a lot in common with the Sorcerer, while the Psychic Warrior covers some of the same ground as the Bard. The Psychic Warrior balances well with the core classes, but the Psion fares less well in terms of raw combat power. When compared to the spellcasting classes, they are less powerful. It's not a huge gap, but it's enough to make a difference especially at mid level to the lower high levels. One interesting note is that Psions can freely use their powers while wearing armor, so this helps a bit.</p><p></p><p>Chapter 2: Skills</p><p>New skills and reworkings of magical skills to psionics (Psicraft in place of Spellcraft for example). This chapter only covers four pages and only introduces two new skills, both of which are exclusive to the psionic classes. Autohypnosis strikes me as a little too useful, but fits the psionic concept well.</p><p></p><p>Chapter 3: Feats</p><p>There's a lot more to the feats chapter however. This book brings in a whole new category of feats: Psionic Feats! These vary quite widely in power, from the average Psionic Metabolism (you heal more Hit Points per day than normal), to the very powerful (Inertial Armor and Trigger Power springing to mind). Psionic feats all have a reserve Power Points prerequisite, or cost Power Points to use, making them psionic characters only. There are also metapsionic and item creation feats.</p><p></p><p>Chapter 4: Psionics</p><p>This chapter details the main rules mechanic for Psionics. The new psionics system is structured in the same manner as magic with powers organised in levels from 0 (or talents) to 9. The main difference between magic and psionics is that the Difficulty Classes to resists the powers is determined randomly. There is no longer a random element involved in manifesting the psionic powers, making them far more reliable than in previous editions. The largest difference between this version and previous versions is that psionics and magic are regarded as the same. So dispel magic will also effect psionics, Power Resistance stops magic and so on. This chapter also includes rules for psionic combat.</p><p></p><p>Chapter 5: Powers</p><p>Just look at the spell lists in the PHB and you'll have a pretty good idea of what this chapter is like. One thing worthy of note is that most psionic powers don't scale with level. So <em>Whitefire</em> (close to a psionic fireball) does a flat 5 dice of damage, rather than fireball's one die per level. This makes most psionic direct damage powers rather weaker that equivalent spells. Once you get past the damage dealing powers however, things really pick up. The utility powers a highly useful, and the Telepathy discipline just rocks! Overall, the new psionic powers keep much of the unique feel of earlier versions, while balancing them better with the other classes.</p><p></p><p>Chapter 6: Characters</p><p>You get four prestige classes in this chapter, as well as 1st to 20th level stats for psionic NPCs. The prestige classes are all well done and have interesting powers, but I can't see too many of them being taken to 10th level, and they all have their own allotment of powers rather than anything akin to the spellcasters +1 caster level.</p><p></p><p>Chapter 7: Psionic Items</p><p>As well as Psionic arms and armor (much the same as magical ones, but some different special powers), dorjes (psionic wands), and psionic tattoos (close to potions), there are many new items. They are very original for the most part (particularly the brilliant, if rather X-Men like, <em>psychoactive skins</em>), and match the power level of magic items well.</p><p></p><p>Chapter 8: Monsters</p><p>And some of your favourite critters return. The Githyanki, Githzerai, Intellect Devourers and Thought Eaters are all back (and if you get the web enhancement, so are the Crystal Dragons and Thri-Kreen). They've also added a host more beasties to battle against. I really like the new monsters, and it's great to see the old ones make a comeback, but the Challenge ratings are rather too low. Bump them all up by two for a more realistic figure.</p><p></p><p>To sum up, this book does a great job of creating psionic rules to 3rd editions system well, giving it it's best rules set yet. The psionics/magic transparency takes away some of the flavour of the earlier version of psionics, but fortunately the book includes optional rules to make them less compatible, so everyone's happy. A very good book, only slightly marred by underpowering the Psion class.</p></blockquote><p></p>
[QUOTE="Jarval, post: 2008357, member: 421"] First Impressions: This book very much follows the design of the core rule books, with good layout and nice clean, consistent art work (most of which is in full colour). They've also dropped the lines behind the text (one of the few flaws of the core books), improving readability. The book starts with a single page introduction, giving an overview of the book and an explanation of psionics for those new to the idea. Chapter 1: Psionic Classes The first chapter details the two psionic classes, the Psion and the new Psychic Warrior. To compare with the standard classes, the Psion class has a lot in common with the Sorcerer, while the Psychic Warrior covers some of the same ground as the Bard. The Psychic Warrior balances well with the core classes, but the Psion fares less well in terms of raw combat power. When compared to the spellcasting classes, they are less powerful. It's not a huge gap, but it's enough to make a difference especially at mid level to the lower high levels. One interesting note is that Psions can freely use their powers while wearing armor, so this helps a bit. Chapter 2: Skills New skills and reworkings of magical skills to psionics (Psicraft in place of Spellcraft for example). This chapter only covers four pages and only introduces two new skills, both of which are exclusive to the psionic classes. Autohypnosis strikes me as a little too useful, but fits the psionic concept well. Chapter 3: Feats There's a lot more to the feats chapter however. This book brings in a whole new category of feats: Psionic Feats! These vary quite widely in power, from the average Psionic Metabolism (you heal more Hit Points per day than normal), to the very powerful (Inertial Armor and Trigger Power springing to mind). Psionic feats all have a reserve Power Points prerequisite, or cost Power Points to use, making them psionic characters only. There are also metapsionic and item creation feats. Chapter 4: Psionics This chapter details the main rules mechanic for Psionics. The new psionics system is structured in the same manner as magic with powers organised in levels from 0 (or talents) to 9. The main difference between magic and psionics is that the Difficulty Classes to resists the powers is determined randomly. There is no longer a random element involved in manifesting the psionic powers, making them far more reliable than in previous editions. The largest difference between this version and previous versions is that psionics and magic are regarded as the same. So dispel magic will also effect psionics, Power Resistance stops magic and so on. This chapter also includes rules for psionic combat. Chapter 5: Powers Just look at the spell lists in the PHB and you'll have a pretty good idea of what this chapter is like. One thing worthy of note is that most psionic powers don't scale with level. So [I]Whitefire[/I] (close to a psionic fireball) does a flat 5 dice of damage, rather than fireball's one die per level. This makes most psionic direct damage powers rather weaker that equivalent spells. Once you get past the damage dealing powers however, things really pick up. The utility powers a highly useful, and the Telepathy discipline just rocks! Overall, the new psionic powers keep much of the unique feel of earlier versions, while balancing them better with the other classes. Chapter 6: Characters You get four prestige classes in this chapter, as well as 1st to 20th level stats for psionic NPCs. The prestige classes are all well done and have interesting powers, but I can't see too many of them being taken to 10th level, and they all have their own allotment of powers rather than anything akin to the spellcasters +1 caster level. Chapter 7: Psionic Items As well as Psionic arms and armor (much the same as magical ones, but some different special powers), dorjes (psionic wands), and psionic tattoos (close to potions), there are many new items. They are very original for the most part (particularly the brilliant, if rather X-Men like, [I]psychoactive skins[/I]), and match the power level of magic items well. Chapter 8: Monsters And some of your favourite critters return. The Githyanki, Githzerai, Intellect Devourers and Thought Eaters are all back (and if you get the web enhancement, so are the Crystal Dragons and Thri-Kreen). They've also added a host more beasties to battle against. I really like the new monsters, and it's great to see the old ones make a comeback, but the Challenge ratings are rather too low. Bump them all up by two for a more realistic figure. To sum up, this book does a great job of creating psionic rules to 3rd editions system well, giving it it's best rules set yet. The psionics/magic transparency takes away some of the flavour of the earlier version of psionics, but fortunately the book includes optional rules to make them less compatible, so everyone's happy. A very good book, only slightly marred by underpowering the Psion class. [/QUOTE]
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