Psionics in your game?

Psionics in your game?

  • Absolutely. I allow psionics, even non-core stuff.

    Votes: 145 33.8%
  • Yes. I allow psionics, but only the core psionics stuff.

    Votes: 72 16.8%
  • Maybe. I might allow psionics, but nobody at my table seems interested.

    Votes: 69 16.1%
  • No. Psionics doesn't fit my particular game style.

    Votes: 73 17.0%
  • Absolutely not. Psionics doesn't belong on the same shelf as D&D.

    Votes: 45 10.5%
  • Other (explain)

    Votes: 25 5.8%


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Nonlethal Force said:
Other people are welcome to have psionics not be transparent. But it doesn't have to be one or the other.

Just for full disclosure: IMC, Psionics is sorta different.

Magic-users a Psionics-users haven't interacted much -- they developed on different worlds. Individuals familiar with both don't take any penalties when dealing with the other, but individuals familiar with only one tradition take a -4 to checks involving the other -- to a caster or manifester level check to dispel an ongoing effect of the other type, for example. But each individual can become familiar with the other type, and (just recently) Cerebremancers have become possible. :)

But the above is my house rule. It's not "teh truthyness".

Cheers, -- N
 

Nonlethal Force said:
What does Psychic Handbook, have to offer ... and assuming I've got money to plunk down - what should I look at getting and why?

GR's Psychic Handbook is a complete mental powers system in and of itself. It is a lot more like 2E psionics (which I personally loved and used with some tweaks and never ran into the kinds of abuses people often cite - but as usual my games are atypical, it seems).

It uses skills and feats to advance and gain its powers and psionic points are "Strain" which does non-lethal damage (I have tweaked that use a Psionic Strength Point system similar to 2E Psionics, based on a variant in the book)
 

Wow, thanks for participating, everyone! I've posted surveys before, but never have the votes and the comments been this prolific. You'd think it was a controversial topic or something... :uhoh:

Someone said that these polls aren't really scientific, and I agree with that...but with hundreds of gamers from all parts of the country (world?) offering their input, I think the data is still sound enough to be called "data." It looks like the majority of gamers either currently use psionics or would be open to using them in the future...so if I want my new campaign to appeal to most gamers, I should probably include psionics.

The problem is, I don't really know a lot about psionics. I have the XPH, and I've read all of the stuff in the SRD about it, but I've never once used psionics in a game.

Does anyone have any tips for a psi-noob DM? You know...things to do/not to do, stuff to watch out for, balance issues that might be a problem, must-have books and supplements*, horror stories from the table, etc.?

*Let's assume I have a spending budget of $50...I'm a student...
 
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I am not, at this time, using psionics in my game. Nor have I ever done so. I don't personally like the mix of standard magic and psionics very much.

I've frequently toyed with the idea of a future campaign, where psionics is the only sort of magic in the world.
 

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