Psionics: what rules should we use?

Halivar

First Post
Our gaming group is going to be introducing psionics. We didn't in 3E because... well... 3E psionics sucked. I like the changes in 3.5, however, and we'd like to give them a try.

I seem to remember, however, folks mentionaing here and there alternative psionic rules from 3rd party publishers. What do you use, and how is it substantially different than 3.5 psionics?

Thanks.
 
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You could also look at Elements of Magic - Revised Edition, released in pdf form by E.N. Publishing. It has a spell-point based, build-your-own spell magic system. If you just change "magic" to "psionics," and select the right type of spells, it makes for a very workable magic system.
 

I'm going to suggest sticking with your first thought and going with the 3.5 Psionics Handbook. Far and away the best version of psionics ever put out for core D&D, IMO. Green Ronin's book is good, too, but it ultimately depends on what you're looking for out of your psionics. Personally, I prefer the XPH, and I've even given some thought to replacing magic with psionics in certain select campaigns.
 


A second vote for the XPH; while I have been consistently disappointed with TSR/WotC's psionics rules in the past, the XPH works for me. It is a lot like an alt. magic system, so if you want something really different from spellcasting, the Psychic's Handbook probably makes more sense.
 

Stormborn said:
Green Ronins' Psychic Handbook is what you want.

http://www.greenronin.com/cgi-bin/product.cgi?prodid=1306

It uses skills and Feats so that its not just another kind of magic. Highly recommended.

Be sure to check out the reviews on this site.
Green Ronnin sounds like the best psionics yet, It's simaler to my house-rule attempts of trying to make psionics like Star Wars d20 and the force.

Expanded psionics as it is now is how arcana magic should've been done.

So bassically alternative books always seem to do the trick. :D

Unearthed Arcana/Monte Cook=Better wizards and sorcerers.
Psychic handbook/Green Ronnin=Better psionicists.

About the only thing WIZARDS of the coast did right was divine spellcasters. :P
 


Personally, I'm a HUGE fan of the 3.5 psionics rules.

They do a great job of making Psionics work where 3.0 failed. And they finally make psionic combat modes useful again... etc.

Gotta love em.
 

There are basically three options with psionics.

1. Expanded Psionic Handbook: This is a "Spell" based psionic system, which is both good and bad. Bad for flavor, but good that it uses a familar system, but make just enought changes to make it different. The changes from 3rd to 3.5E were very good and badly needed. The only real complaint I have for the XPH is the lack of psionic support from WotC.

2. The Psychic's Handbook: This is a "Skill" based psionic system, which is very different from magic spells. The one problem with this system is that power wise, the Psion has a very big edge. I have found the Psychic's Handbook works best in a low psionic/low magic setting, like most of the D20 Modern settings. Your PC psychics will also spend all of their skill points on their powers, so they won't have many social skills.

3. Psionics Ascendant: This is a "Feat" based psionic system, which is probably the closest in nature to the original psionics rules in the original D&D Player's Handbook. I have been playing around with this one for the last few months and while I would still prefer the XPH, there is a lot of stuff here to hijack. I have a review in the works for this one I will try to get posted soon.

Since the XPH is the "Official" handbook, it will get the most support, but aside from the Mind's Eye (see link above), that isn't much. Eberron is promising us psionic support, but we have yet to see if WotC will actually allow this to happen.
 

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