Eric Anondson said:
Has anyone had success blending Green Ronin's True Sorcery and Green Ronin's skill-n-feats Psychic's Handbook (or the psychic class rules that appeared in Green Ronin's Advanced Player's Handbook)? Do these two work together well? Are there any problems worth noting?
My semi-regular group has done this for a while now. If you like the idea of 'psionics' but dislike the idea of 'just another magic' tack-on...the psychic handbook/Advanced Players guide rules create different, but not over-the-top feel.
Some ideas to consider, however.
1) Psychic rules don't blend quite as well into standard d20 mechanics as psionics. This may not be a big deal depending on how magic heavy a setting you are using. Blancing things like Spell resistence and 'protection' spells requires a little more alertness from the DM.
2) As a corallory to the above...how you blend the system in with monsters with 'psionics' listed is a bit of issue of mine. I houseruled that any creature with natural psioncs could take psionic feats and skills regularly.
3) There is more math and die rolling in the psychic system. This may be good or bad, depending to taste. There is also more variation, and bad rolls quickly catch up with the psychic chracter.
4) Having combat-utility powers accessible through the skill system, really drains skill points from their conventional use...(again not necessarily a problem)
5) Straight up, in my experience, a psychic would get slapped around by a wizard or sorcerer of equal level. So while balance might be an issue for your psychic player, it won't unbalance the game.
Overall, I find the mechanic fun...it leaves lots of room to play around and opens up a lot of character concepts that fit 'traditional' psionics far more than the very 'magicy' over-the-top psionics of the 3.5 standard rules.