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Why don't your players like psionics?
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<blockquote data-quote="Myrkveth" data-source="post: 1481755" data-attributes="member: 17423"><p><strong>No one likes psionics (IMHO)</strong></p><p></p><p>I have been a fan of psionics since I first found them in the back of the Player's Handbook (along with the original Bard class). I've been enthralled with them since, mainly due to the Jedi in Star Wars I've come to realize.</p><p></p><p>I have never had a GM who would allow it for any number of reasons, not the least of which was 'it's broken' or 'I don't like it'. I bought the Psionics Handbook (and now the Expanded Psi Hbk) in the first week they were released and I am stoked about using them in **my own campaign**. Now I'm the GM and I have introduced several psionic NPCs including my namesake, a female PsiWar (who joined a party of 2 clerics, 1 barbarian, and 1 specialist wizard) as added muscle. She's been invaluable since she can run down most any normal villain (so far) and she adds flavor to the party. </p><p></p><p>None of my players has been interested in a psionic character mainly because that means (a) more work outside the normal D&D character knowledge base, (b) concerns of attracting and having to fight psionic monsters, and (c) they are all satisfied with playing standard, iconic characters rather than anything exotic or unusual. So, I have been introducing psionic NPCs (and soon villains) and getting them used to the idea that psionicists exist and are viable. I even have an organization of psionic monks (read as 'Jedi') who are working in the background (so far).</p><p></p><p>The idea of psionic items in treasure has eluded me. Thanks for reminding me of that! I can use that as another mechanism for introducing the PCs to psionicists. Cool! Not that I need to overload them with psionic items, but one or two appropriately placed items will do nicely. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Myrkveth, post: 1481755, member: 17423"] [b]No one likes psionics (IMHO)[/b] I have been a fan of psionics since I first found them in the back of the Player's Handbook (along with the original Bard class). I've been enthralled with them since, mainly due to the Jedi in Star Wars I've come to realize. I have never had a GM who would allow it for any number of reasons, not the least of which was 'it's broken' or 'I don't like it'. I bought the Psionics Handbook (and now the Expanded Psi Hbk) in the first week they were released and I am stoked about using them in **my own campaign**. Now I'm the GM and I have introduced several psionic NPCs including my namesake, a female PsiWar (who joined a party of 2 clerics, 1 barbarian, and 1 specialist wizard) as added muscle. She's been invaluable since she can run down most any normal villain (so far) and she adds flavor to the party. None of my players has been interested in a psionic character mainly because that means (a) more work outside the normal D&D character knowledge base, (b) concerns of attracting and having to fight psionic monsters, and (c) they are all satisfied with playing standard, iconic characters rather than anything exotic or unusual. So, I have been introducing psionic NPCs (and soon villains) and getting them used to the idea that psionicists exist and are viable. I even have an organization of psionic monks (read as 'Jedi') who are working in the background (so far). The idea of psionic items in treasure has eluded me. Thanks for reminding me of that! I can use that as another mechanism for introducing the PCs to psionicists. Cool! Not that I need to overload them with psionic items, but one or two appropriately placed items will do nicely. :) [/QUOTE]
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