Which psionic rules you like best

Which Psionic system do you prefer according to campaign type?

  • I prefer 3.5 WotC Psionics for both fantasy and modern/sci-fi

    Votes: 25 29.4%
  • I prefer a skills-and-feats psionic system for both fantasy and modern/sci-fi

    Votes: 18 21.2%
  • I prefer 3.5 WotC Psionics for fantasy; and skills-and-feats psionics for modern/sci-fi

    Votes: 32 37.6%
  • I don't like both of them, and wait for something else

    Votes: 10 11.8%

  • Poll closed .

Turanil

First Post
So I have got a look at the new X-Psionic Handbook SRD, and found it is really excellent. As such, I think that I will someday buy that rulebook. Now, it isn't the only psionic system available out there. There is of course free stuff like the Craft of the Mind or Ken Hood's Psionic System that are both based on a skill and feat system, as is the recent Green Ronin Publishing's Psychic's Handbook of which I just did read the review, or the Force System in Star Wars.

All in all, it seems that in modern and science fiction d20 games, a sytem of skill and feats psionics is preferred. I think to discern that a less potent psionic system is often prefered for modern / sci-fi rpgs, but do people really prefer a system based on skills? And is there some people out there, who would prefer such a sytem to the new X-Psi system by WotC?

Thanks for all your comments! (I am preparing a sci-fi campaign -has been a long time now- and I am hesitating about psionics)

:)
 
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I don't like psionics in my D&D game and I really dislike the mechanics in AD&D (1st and 2nd edition) as well as the original 3rd edition rules. That said, I thought that the Force System in Star Wars was pretty cool.
 

If I was not trying to emulate the "real-world-ish" psychic powers, WotC does all my jobs for me, and I don't need to worry about it anymore.

If I was, I'd use a CoC or similar system, where being psychic gives you some wiggy little bonuses, but nothing you can base a class off of.
 


We're using the Fading Suns system for Psi, with a bit of a revamp/rescaling to run alongside Core Magic.

I use 3E Psi, although we are switching to 3.5 during the next month or so. Overall, though, we re-flavored it as a form of Arcane Magic (Mysticism) used by folks that almost but not quite tapped into their psionic potential.

Green Ronin's Psychic came out just a tad too late for us to use this time around, but I'm definately holding it in reserve for a future campaign.
 



I don't care for the WOTC Psionics rules, even the 3.5 ones. Too much like magic with a different name. I vastly prefer skills-and-feats systems for Psionics, as they give a different feel to psi vs. magic. Ken Hood's Psionic system is the one I last used, but I'm looking for something a little less... esoteric. Any suggestions?
 

I personally do not like any psionics system for a fantasy game, I do not think it fits the genre at all. Now for modern/SF games, that's a tough call. For nostalgia sake I would go with the Classic Traveller rules. I might also go with the UniSystem rules from Witchcraft. But, if I am running modern day it's most likely going to be a GURPS game, so that solves the problem for me. :)
 


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