Psionics: what rules should we use?

I'll be using XPH for psionics, Elements of Magic for magic.

Solves the flavor I wanted for both abilities, and avoids the "just magic by another name" thing people hated in 3E.

I'm much happier with 3.5 psionics than 3.0. Just another chime-in of "XPH seems pretty nice"
 

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Plus, XPH is getting third-party support already. Hyperconscious from Malhavoc is already out in PDF (and should be in print soon, I would guess).

I also know there will be other 3rd party support for the XPH system.
 

Looks like it's XPH for me. BTW, has anyone played with the magic != psionics house rule? I would probably want to run it that way, and wanted to know if that introduced any significant balance issues.
 

Tsk. I'm too late to recommend Psionics Ascendant (my group uses it rather exclusively), but I can recommend the teaser (the demo link from the PsiAsc page on RPGNow is wrong). It costs nothing and gives you an idea of what you're passing up...
 

While many others have recommended some good systems, there are even more out there.

Forbidden Kingdoms uses a slightly modified version of Ken Hood's Skill's and Feats psionics system. Very interesting as this system is well, and thoroughly integrated with a unique skills and feats-based martial arts system. It has a very modern/futuristic feel to it.

Another psionics system worth looking at can be found in Fading Suns D20. It's a rather unique approach to magic an psionics in a D20 rules system.


Regards,
Eric Anondson
 


Dark Psion said:
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.

Don't forget Bruce's Malhavoc work, Hyperconscious in particular.
 

has anyone played with the magic != psionics house rule?

No, but I'm definately going to. Haven't yet (outside of older editions, in 2nd psionics was different, no?), so take with a saltshaker ;)

primarily - I don't think it will pose any horrible balance issues as long as the DM takes it into account. Make sure there's some magic, and some psionic encounters... make some magic + psionic.

I'm probably going to have natural spell resistance offer some psionic resistance (and the other way around too), tweak if any other horrible imbalances crop up.

Otherwise - it's not like you'll have a PC running around unchecked with his powers *as long as the DM plans for it*.

likewise, if there's an archer with boots of springing & striding and the DM only uses slow-moving non-ranged encounters, it's broken :)
 

We use the XPH in our game and we love it. I also have Green Ronin's Psychic's Handbook and althrough I think it's an excellent book, as someone else said, it's more ideal for modern or another low magic/psionic world. The XPH just fits with D&D better.

We do use the psionics are different rules. I haven't encountered any major problems, though there's been some grumbling from my brother (who plays an evoker) that he always has to deal with spell resistance while power resistance has rarely come up for our friend who plays the telepath. Part of this is just that our group adventures in a region in which magic is far more common than psionics, and though the psion has gotten off easy on penetrating resistance, he also only has one psionic item while the party has found numerous magic items. At any rate, I'm about to throw some psionic duergar against them, and may put some mind flayers behind that, so the balance will shift back a bit. All in all, I'm glad we've kept the two power forms separate, and don't think the problems are too substantial. If your setting has magic and psionics both equally common there shouldn't be any problem at all.
 

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