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%

Bacris said:
While I'm a huge psi-fan and definitelyy use it, I'm shocked at over 50% saying yes.

Previous polls have shown similar...

Anyway, psionics are allowed in most games I run. I some games, they are an explicit feature.

I'm partial to using the mindscapes system in Hyperconscious (great book!)
 

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I said "no," but since I run an Eberron game, it's difficult to completely play around psionics.

I had a Kalashtar (psionic race) paladin in the game (he got eaten by a dire shark), and will probably soon have a soulknife. These use very limited psionic rules. I have no intention of ever allowing an actually psionic character.
 

I run an Age of Worms game in the World of Greyhawk. Characters were made using point-buy (28). I allow psionics. One of my players is playing an elan psion (kineticist). He uses material from both the Expanded Psionics Handbook and Complete Psionic.

I'm a big proponent of psionics. I'm glad one of my players used it as an option. That being said, the Larval Flayers power from Complete Psionic made really short work of sub-boss Grallak Kur. I have my doubts as to whether this power is too good. Does anyone else have any experience with it and, if so, would you care to share your game experiences?
 

Mind is the Gamekiller

Psionics are for Vulcans, anime characters, and brain-eating cephalopods.

For the record ... I don't use psionics in my D&D games, and I probably never will.

-Samir​
 


Deekin said:
XPH, Hyperconscious and Untapped Potential
= Very Cool. :cool:

For D&D psionics, anyway. That would certainly be my lineup, too.

At the moment, I mainly use True20 though (which has "powers", which can represent Psionics if y' like).


The Psychic's Handbook is also nice, in pretty much the ways that True20's subsystem is. I've used it (well, the reprint from the Advanced Player's Manual, actually) for my house rules, and it's worked well.
 

I've always had one stance with my players: If I own it, I'll probably allow it. Certain things I leave out for story reasons, but that goes for everything. With that said, I own the XPH, Complete Psionic, and Secrets of Sarlona. Also looking into Untapped Potential and other Dreamscarred works(particularly interested in The Mind Divine), and lightly considering Hyperconcious. Price tag on that one suprised me.
 

The Thayan Menace said:
Psionics are for Vulcans, anime characters, and brain-eating cephalopods.

For the record ... I don't use psionics in my D&D games, and I probably never will.

-Samir​

QFT

I feel there are enough options without having to throw in an entirely different set of books/rules to complicate matters. The only "psionics" I use are those that built into the creatures (such as mind flayers) or characters (say the Amazon Warrior class from Player's Guide to the Wilderlands) were the powers are self-contained and not much different from supernatural or spell-like abilities.
 

I treat psionics like any other "magic system"- even 3rd party stuff is allowed, but I reserve the right to eliminate anything I find broken or inappropriate for the campaign.
 

I allow the XPH as is. I'd include the Psychic's Handbook, but it has mysteriously gone missing. We have a gestalted Unfettered/Psion (Elocator) in the party so far.

I my campaign magic is considered the main political power. Psions, being a threat, are registered and under constant surveillance. Unregistered psions are hunted, but if they're careful they can skate by.
 

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