I took a peek at the one of two Judge Dread books in my game store and looked at the psionic rules, which seem to be an interesting take on the DND psionics. Here are some of my comments.
Good:
No "Manifestations" of powers such as ringing bells and lights (yeah!)
Everything is based on Cha (No need to have a psion either specialized into a one trick pony [theoreticly -- I'll get back to this] or needing crazy stats to provide a more well rounded set of powers)
Level O power, Mental Sting does 1d6 damage (Wow! I
wonder if that will be errataed into subdual damage. A stamaina save negates this and in JD, save are through the roof! So it might be balanced for that particular game.) Otherwise this power will be great for denting hordes of cannon fodder in later levels
Most JD powers have a sf flavor and names (It may sound lame, but honestly this might go a long way from the "magionics" feel of current DND.)
Could probably use DND psionic hand book for additonal powers. (and until the Rookies Guide for psionic comes out it one may have to use the PsiHB! See the Bad section.)
Bonus feats slots are offered in the place of psionic combat feats, which don't exist (I assume and *small happy dance*)
Bad:
A little tweaking is needed to trasfer over the clases A psi judge starts with d8 hit points, fighter BAB and crazy saves. A rouge psiker has d6 hit points and clerical BAB. (To utilized the JD varient in other more traditional games, a class with weaker saves and lower hit points will make GMs feel comfortable, but I could live with the "clerical" psion.)
They only supply enough powers in the basic JD that one could play up to 20 level with no additonal choices i.e. the book offers 7 Level0 and one Level 9 powers. So one could barely play 20th level judge but with none of the vaulted flexibilty promised in with these varient rules. The game desiger givieth and he taketh away.
Good and Bad?
The psi power progressin is as per DND psionics but missing the "+d" So the JD psion gets one less power per level, but then agian, they now have a lot more flexiblity if one adds in house rule that all psionic powers can be utiltized as Cha based.
So my questions are:
Is Mental Sting to be errataed?
Will the Rookie Guide reintroduce dependency on other attributes or keep things more flexible.
Tell me the psionic rules were playtested! (dumb question I am sure) They seem cool, but without the Rookies Guide out yet and the loss of a power per level, this kind of leaves it in the air if the assumed flexiblity, improved saves, hit points and new powers make up for it.
I really didn't have an opportunity to check, but does JD psi powers stick to the power point cost in DND, or was it tweaked on a case by case basis for the new powers?
And how come all the reviews glossed over the psionic rules in their reviews grrrrrrrrrrrrrrrrrrrrrrrr!
Good:
No "Manifestations" of powers such as ringing bells and lights (yeah!)
Everything is based on Cha (No need to have a psion either specialized into a one trick pony [theoreticly -- I'll get back to this] or needing crazy stats to provide a more well rounded set of powers)
Level O power, Mental Sting does 1d6 damage (Wow! I
wonder if that will be errataed into subdual damage. A stamaina save negates this and in JD, save are through the roof! So it might be balanced for that particular game.) Otherwise this power will be great for denting hordes of cannon fodder in later levels
Most JD powers have a sf flavor and names (It may sound lame, but honestly this might go a long way from the "magionics" feel of current DND.)
Could probably use DND psionic hand book for additonal powers. (and until the Rookies Guide for psionic comes out it one may have to use the PsiHB! See the Bad section.)
Bonus feats slots are offered in the place of psionic combat feats, which don't exist (I assume and *small happy dance*)
Bad:
A little tweaking is needed to trasfer over the clases A psi judge starts with d8 hit points, fighter BAB and crazy saves. A rouge psiker has d6 hit points and clerical BAB. (To utilized the JD varient in other more traditional games, a class with weaker saves and lower hit points will make GMs feel comfortable, but I could live with the "clerical" psion.)
They only supply enough powers in the basic JD that one could play up to 20 level with no additonal choices i.e. the book offers 7 Level0 and one Level 9 powers. So one could barely play 20th level judge but with none of the vaulted flexibilty promised in with these varient rules. The game desiger givieth and he taketh away.
Good and Bad?
The psi power progressin is as per DND psionics but missing the "+d" So the JD psion gets one less power per level, but then agian, they now have a lot more flexiblity if one adds in house rule that all psionic powers can be utiltized as Cha based.
So my questions are:
Is Mental Sting to be errataed?
Will the Rookie Guide reintroduce dependency on other attributes or keep things more flexible.
Tell me the psionic rules were playtested! (dumb question I am sure) They seem cool, but without the Rookies Guide out yet and the loss of a power per level, this kind of leaves it in the air if the assumed flexiblity, improved saves, hit points and new powers make up for it.
I really didn't have an opportunity to check, but does JD psi powers stick to the power point cost in DND, or was it tweaked on a case by case basis for the new powers?
And how come all the reviews glossed over the psionic rules in their reviews grrrrrrrrrrrrrrrrrrrrrrrr!
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