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Your issue with Psionics

I think I should add that 3e psionics is head and shoulders over 2e and before psionics. A frequent complaint people are voicing here is that it's not "different enough." Being too different is why 2e psionics were so broke! The fact that it could sidestep conventional defenses made it a serious hassle to integrate psionic characters. IM2eC, I had a version of the transparency rules as a house rule; I was elated to see that as standard in 3e.
 

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Saeviomagy said:
I'd prefer a system of 'magic templates'

For instance, currently we have divine and arcane casting. It wouldn't be insane to swap (say) a sorceror to using divine spells and divine casting, or a mage to using divine casting mechanics (ie - no arcane failure, prepare at one time each day etc).

Further to that, you could produce a psionic casting template - the characteristics would be: manifestations instead of components, no arcane failure, some other attributes which I can't think of yet, and viola, you have psionics.

Then you just take a sorceror, swap out his arcane casting template for psionic casting templates, and you've got a psion.


Arcana Unearthed anyone?
 

Psion said:
There are variant rules in the PsiHB that provide for "weak interaction".
I'm aware of that. I just think that should be the norm with the current norm as an optional rule. It won't happen, but I can always be optimistic :D
 

Estlor said:
I'm aware of that. I just think that should be the norm with the current norm as an optional rule.

At let's just say we current psionics fans have different preferences. Of course, they put options in the book for a reason... precisely because you can't expect everyone to have the same preferences.
 

I've used Psionics extensively and always will, I like the extra flavour it adds of having a character that can send an enemy sailing across a room with a thought. I DO however hate the physical ability basis for a lot of the powers. But a lot of you are forgetting the Psions true strength, endurance. A psion will still be up and kicking with a butt load of power points/PSPs left while his wizard pal is bone dry. With Trigger power and the metamind prestige class, running low on steam is not much of a concern. I have a dream of an epic level psion in a tower built entirely of crystal capacitors...

What bothered me the most was how limited the system is in reference to gaining powers. The rules don't allow for the creation of unique Psionic abilities and I can't stand that whole limited amount of powers crap. Which is why I don't play Socerers.

Also, why the HELL would a non-psionic character be better defended against psionic attack? That's like claiming an illiterate slave boy is better at defending against magic than an archmage! What were they thinking... At least mind blast works...

The Elhb solved some of these problems, but only let the character get more in his primary discipline. Epic Psionics allowed for unique powers, but they take a lot of time to create and integrate into a campeign.

But as for Psions being weak? Have you looked at TK? The violent thrust allows you to throw a large number of smaller objects in a single round that unerrigly strike their target. A Psion with TK could manage to throw 1500 arrows (weighing 3 pounds for 20 arrows) at the minimum level he gets the power and it would only go up from there. I have a Psion that travels in a wagon that carries nothing but a huge stack of arrows. And failing the arrow approach (do to damage reduction), I can always just throw the wagon at them. :) What about dousing a legion of monsters in 500lbs of oil, or Psionically creating matter above an NPC's head?

Quicken Power allows the Psion to do some hefty damage with two powers/round, and with the PSP system he can use all of his power on multiple uses of their high powered combat abilities. Mass Concussion, and Greater TK to name a few.

I'll be the first to agree that the system needs some touches, but I think what they have is manageable with a few house rules. And that d20 roll for manifester level is an optional rule anyway.
 
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Estlor said:
What'd I'd change in 3.5e Psionics is the following:
Psions: They need to be tweaked to be on par with the power level of the sorcerer. I'm not sure if giving them more power points is enough of an answer, but it's a suggestion. Also the option to take a combat mode or a metapsionic feat would be better than being forced to gain a new combat mode.
FWIW, if I were to allow Psi in my game at all, I wouldn't allow Sorcerers.

Estlor said:
Powers: I'd like to see a little less overlap with existing D&D spells. It sort of does away with the need for psionics.
Eh. There can't be a need for psi. Psionics aren't core.

Estlor said:
Psionic/Magic Interaction: Instead of the the same yet different approach they should use the different yet the same approach where there is SOME overlap, but spell resistance and dispel magic are less effective against psionics and vice versa.
I've yet to see a coherrent explanation of why divine magic, wizardry, sorcery, bardic magic, and the non-psionic Su abilities of some classes and monsters should be completely transparent to each other (and they are in D&D), but psionics should be the exception. That seems really, really weird.
 

I do prefer Psions to be more specialized, but I think the current MAD solution isn't correct. Making your selection of Primary Discipline more limiting would be a more effective solution, IMO. On that note, using Strength and Dexterity for "casting attributes" irritates me to no end-- Constitution makes sense for Psychometabolism, but STR and DEX should not be linked to disciplines.

I don't like psionic combat at all-- though the Mindscapes system seems solid enough. The worst aspect of psionic combat is the fact that almost all psionic monsters get their attack and defense modes for free. This cripples core-race Psions and Psychic Warriors.

Less annoying, except for Mind Blast, no psionic attack is as useful as a power with the same PP cost. (And Mind Blast is only useful against non-psi characters.)
 

Korimyr the Rat said:
I do prefer Psions to be more specialized, but I think the current MAD solution isn't correct. Making your selection of Primary Discipline more limiting would be a more effective solution, IMO. On that note, using Strength and Dexterity for "casting attributes" irritates me to no end-- Constitution makes sense for Psychometabolism, but STR and DEX should not be linked to disciplines.

I don't like psionic combat at all-- though the Mindscapes system seems solid enough. The worst aspect of psionic combat is the fact that almost all psionic monsters get their attack and defense modes for free. This cripples core-race Psions and Psychic Warriors.

Less annoying, except for Mind Blast, no psionic attack is as useful as a power with the same PP cost. (And Mind Blast is only useful against non-psi characters.)

Mind Blast is too strong. Before, there used to be a semi-nice comparison between it and Hold Monster (it just happened to cost an effective spell-level or two more). Now with the changes to Hold Monster, I suspect it's going to wither down to a maximum of 1d4 rounds (unless you're an illithid), which while nice, will seriously see a reduction in the usefulness of Mind Blast.

BRC and the other PsiHB Revised designer have posted some commentary on the new revised rules on Malhavoc's webpage, but I'm just too lazy to dig it up :).

My biggest real complaint with 3.0 Psi was the MAD situation, which I understand will be addressed (or at least attempted to be addressed) with the Revision :).

In game wise, the biggest real annoyance I had while playing him was just how much I'd tend to steal the show if Mind Blast worked in the low/mid levels, or would end up fairly inert if I couldn't mindblast. Quick Tip aspiring young Shapers, take Elemental Substitution - Sonic, it's worth it, especially when your only typed damage output is fire :P.
 

I've pretty much used psionics to represent "mutations" of some sort. Frex, one PC had played with an artifact that he really shouldn't have. His son (same player) ended up with psionic Polymorph (random roll).

Likewise, an area known to have enough magical experimentations to create "mana storms" has a disproportionate number of psionic inhabitants.

I don't mind the psion as a class, even though I mainly have used wild talents before. In fact, having the class balances and scales better than wild talents. The 3E system is way wrong, though.

I don't want V/S/M components for psionics, but I sure as heck don't want psions covered in snot or weird "tinkling" sounds. The ectoplasmic snot is the big one. That and the lame new-agey crystal fettish. I already know I'm a nerd for playing D&D. I don't want my character to be a complete dork.

We'll have to see what happens with the 3.5 PsiHB. I'm not sure what I'd do to "save" it that doesn't involve a major rewrite. My vote is the rewrite, but I doubt we'll see that.
 

Check out the d20 Modern SRD. I really like most of the changes they made to psionics with that, and the addition of the Psychic Agent from Urban Arcana will be great when it gets into the SRD.

Of course, the powers only go up to level 5, but the way they're broken down makes sense. Psions do mental powers, Battleminds do physical changes/combat bonuses, and Psychic Agents do teleportation/movement effects. All powers are CHA based. No psionic combat. It's all a lot smoother and streamlined in Modern.
 

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