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Community
General Tabletop Discussion
D&D Older Editions
So what do you guys think of 2nd edition psionics?
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<blockquote data-quote="James Gasik" data-source="post: 9093658" data-attributes="member: 6877472"><p>When the Complete Psionic's Handbook came out, I bought it, and was very excited (as nearly as excited as I was to buy the Spelljammer boxed set). The art and powers were very evocative, and it helped that I got into a Dark Sun game not long after, where the idea that everyone gets a neat extra power was really cool.</p><p></p><p>However, the cracks started to show very quickly. First, the whole idea of Wild Talents is yet another way the game rewards players for being incredibly lucky. As if the bonuses for high ability scores isn't enough, or the amazing bonus round of Exceptional Strength to potentially triple your Strength bonuses doesn't excite your inner gambling addict, now we have a slim chance for a character to gain...a completely useless ability to gain +1 on initiative if you take an action to activate it, don't flub the roll, and pay an ongoing cost to maintain it...or a page and a half of psychic powers ranging from being able to see sound to disintegrating your enemies!</p><p></p><p>The systems behind most powers is horrible, the checks are often impossible (oh but you can give up a power choice to gain a +1 bonus, just like proficiencies...something I never saw anyone actually do. Gain a +1 to Carpentry or an entirely new ability...hm...decisions, decisions!), tracking PSP's, costs, maintenance, and recovery times over the course of a day is the most banal of bookkeeping, and the whole thing is an unbalanced mess.</p><p></p><p>Not to mention psychic combat and bewildering prerequisites for Sciences (and don't get me started on Metapsionic powers!). Then toss in the fact that most people didn't seem to realize that, yes, in fact, psionic powers allow for saving throws, which means that if you DO manage to successfully make your Disintegrate check, your 40 PSP's might do absolutely nothing, as Death Magic is the best saving throw for Monsters, and only the worst save for Wizards!</p><p></p><p>Now when I play 2e, I basically ignore the fact the book exists. I like the <em>idea </em>of psionics in my D&D game, but most of the implementations end up with the juice not being worth the squeeze.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9093658, member: 6877472"] When the Complete Psionic's Handbook came out, I bought it, and was very excited (as nearly as excited as I was to buy the Spelljammer boxed set). The art and powers were very evocative, and it helped that I got into a Dark Sun game not long after, where the idea that everyone gets a neat extra power was really cool. However, the cracks started to show very quickly. First, the whole idea of Wild Talents is yet another way the game rewards players for being incredibly lucky. As if the bonuses for high ability scores isn't enough, or the amazing bonus round of Exceptional Strength to potentially triple your Strength bonuses doesn't excite your inner gambling addict, now we have a slim chance for a character to gain...a completely useless ability to gain +1 on initiative if you take an action to activate it, don't flub the roll, and pay an ongoing cost to maintain it...or a page and a half of psychic powers ranging from being able to see sound to disintegrating your enemies! The systems behind most powers is horrible, the checks are often impossible (oh but you can give up a power choice to gain a +1 bonus, just like proficiencies...something I never saw anyone actually do. Gain a +1 to Carpentry or an entirely new ability...hm...decisions, decisions!), tracking PSP's, costs, maintenance, and recovery times over the course of a day is the most banal of bookkeeping, and the whole thing is an unbalanced mess. Not to mention psychic combat and bewildering prerequisites for Sciences (and don't get me started on Metapsionic powers!). Then toss in the fact that most people didn't seem to realize that, yes, in fact, psionic powers allow for saving throws, which means that if you DO manage to successfully make your Disintegrate check, your 40 PSP's might do absolutely nothing, as Death Magic is the best saving throw for Monsters, and only the worst save for Wizards! Now when I play 2e, I basically ignore the fact the book exists. I like the [I]idea [/I]of psionics in my D&D game, but most of the implementations end up with the juice not being worth the squeeze. [/QUOTE]
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Community
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So what do you guys think of 2nd edition psionics?
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