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Artemas Entreri Posted - 30 Sep 2011 : 14:26:33
Just curious how others have used Psionic PC's or NPC's in their campaigns. I prefer the 2nd edition gameplay, so how do the later versions affect the play of a psionic character??
12   L A T E S T    R E P L I E S    (Newest First)
Wooly Rupert Posted - 01 Oct 2011 : 03:39:27
quote:
Originally posted by The Sage

quote:
Originally posted by Wooly Rupert

I liked what I saw of 3E psionics, except for the manifestations. I had some serious issues with that idea -- being forced to advertise the use of powers not only puts a serious limitation on them, but it also doesn't really track with any previous depiction of psionics.

Bruce Cordell offers some intriguing tweaks on the core 3e D&D psionics system in both Mindscapes and Hyperconscious -- two fabulous tomes that really take the entire concept of mind-combat into new and strange territory.

I still heavily utilise them as support material whenever I'm using psionics in my campaigns.



If I was playing and could use those books, I prolly would... Those are among the ones I got for free back on Free RPG Day.
Seethyr Posted - 01 Oct 2011 : 03:34:05
I loved 3.5 psionics and feel they finally got it right. I wish they had continued the fabulous Mind's Eye articles over at Wizards for longer.
The Sage Posted - 01 Oct 2011 : 03:04:12
quote:
Originally posted by Wooly Rupert

I liked what I saw of 3E psionics, except for the manifestations. I had some serious issues with that idea -- being forced to advertise the use of powers not only puts a serious limitation on them, but it also doesn't really track with any previous depiction of psionics.

Bruce Cordell offers some intriguing tweaks on the core 3e D&D psionics system in both Mindscapes and Hyperconscious -- two fabulous tomes that really take the entire concept of mind-combat into new and strange territory.

I still heavily utilise them as support material whenever I'm using psionics in my campaigns.
Wooly Rupert Posted - 30 Sep 2011 : 22:27:09
I liked what I saw of 3E psionics, except for the manifestations. I had some serious issues with that idea -- being forced to advertise the use of powers not only puts a serious limitation on them, but it also doesn't really track with any previous depiction of psionics.
Ayrik Posted - 30 Sep 2011 : 21:45:25
Yeah, the optional "2.5E" psionics systems work well enough in my 2E-based gaming. I've never liked fitting fifth-wheel psionicist classes into the game so the only real presence of psionics in my Realms setting are rare wild talents (which are often explained as magical in nature), psionic monsters (such as mind flayers, gith races, and visitors from other worlds/planes), psionic items (ring of mind shielding, helm of telepathy, etc). Most of my NPCs and PCs are unaware of psionics, only a handful have actually possessed wild talents and (due to random roll suckiness) even these were minor and insignificant outside of highly specific conditions.
Artemas Entreri Posted - 30 Sep 2011 : 21:40:38
quote:
Originally posted by Varl

The system I prefer is custom and based on the Player's Options books use of MTHAC0s and MACs for determining psionics use. I never liked the Complete Psionics HB's way of running psionics as I've never liked using the opposed roll much.

I've always felt the CPHB system was too complicated and had too many different variable ways to do things. I know that uniqueness appeals to some people, but it never did to me. Give me a nice long list of powers psionicists can use, a MAC and an MTHAC0 to mirror traditional 2e, and that's all I need to determine whether psionics affect a target or not.



Great stuff everyone! Of course, i used my clairvoyance earlier so i knew it would be great.
Varl Posted - 30 Sep 2011 : 21:07:39
The system I prefer is custom and based on the Player's Options books use of MTHAC0s and MACs for determining psionics use. I never liked the Complete Psionics HB's way of running psionics as I've never liked using the opposed roll much.

I've always felt the CPHB system was too complicated and had too many different variable ways to do things. I know that uniqueness appeals to some people, but it never did to me. Give me a nice long list of powers psionicists can use, a MAC and an MTHAC0 to mirror traditional 2e, and that's all I need to determine whether psionics affect a target or not.
Hoondatha Posted - 30 Sep 2011 : 20:56:59
I really like 2e psionics, and I haven't had any problems incorporating most of The Will and the Way into a Realms campaign. The kits aren't much use, but the extra powers are appreciated, and the rules for meditative improvement are really nice. Constructs and Harbingers need some help porting to another system, but that's what joint player-DM brainstorming sessions are for.

I'm much less a fan of 3e psionics. 2e psionics felt like psionics. 3e psionics feel like magic with the serial numbers sanded off. And, personally, I think astral constructs are just really stupid. Give me the 2e stuff any day.
Gouf Posted - 30 Sep 2011 : 19:06:43
I still play 2e, I'm fine with the psionics in 2e. We are playing in FR, so the character keeps them low key or passes them off as magic.

Dark Sun turned me WAY off as a campaign setting. 2e psionics compliment any part composition.

Oh and as my wild talent dwarf cleric found out, Tsu monsters are real PIA!
Xevo Posted - 30 Sep 2011 : 18:07:53
I still play 2e, but though I thought Psionics were fine then, I have found that I like the way 3e does it better. Psionics are open to more powers and still limited enough to not upset anything. I had to make some adjustments from 3e rules to 2e, but it was not that hard.

Dark Sun's The Will and the Way is also good for kits and some more powers but one must realize that Dark Sun's psionics are designed for a world that incorporates them into everything. Toril, on the other hand, still believes psionics to be just another school of magic (of course those in the know *cough* Elminster, know better).

Another interesting route would be to adapt Psychic Prof. from Dragon #212 as an alternative to Wild Talents.
Artemas Entreri Posted - 30 Sep 2011 : 16:10:54
quote:
Originally posted by Bladewind

Aye, the Will and the Way all the way!

That Darksun supplement is the definate tome to refer when dealing with the flavour of psionics. I think that 2nd edition psionics is a tad unbalanced though.

I played a Calishite psion as one of my earlier characters; he was 'dimension door'ing his foes up into the skies of Faerun from level one, a tactic that proved to be devastating for his mostly giant opponents.

Third edition took some steps to balance psionics, but not until the expanded psionics handbook did the system feel 'right' for the edition. The removal of psionic attack and defence modes was daring but was eventually done right. By introducing psionic focus and augmentation, psionics seemed to have adapted to become mechanicly comparable to the proper power level of third edition casters.

Looking back on it I always found that third edition psionics was less and less integrated into the realms, eventhough the lore about psions got some mentions in the novel department. I believe 1st edition did this far better, with the incorporation of some minor wild talents in most major NPC's Ed showed the 'Invisible Art' was quite widespread but practised at a far lower skill level than the Metapsionic Mastery of Dark Sun.



I did find that my psionic characters did seem to have an stong edge versus characters of similar level. I even had one DM who made me get 1.5 times the listed experience to level up my psionic character. When that character got to a higher level I made the DM live out the rest of his days thinking he was a 12 year old girl.
Bladewind Posted - 30 Sep 2011 : 15:06:26
Aye, the Will and the Way all the way!

That Darksun supplement is the definate tome to refer when dealing with the flavour of psionics. I think that 2nd edition psionics is a tad unbalanced though.

I played a Calishite psion as one of my earlier characters; he was 'dimension door'ing his foes up into the skies of Faerun from level one, a tactic that proved to be devastating for his mostly giant opponents.

Third edition took some steps to balance psionics, but not until the expanded psionics handbook did the system feel 'right' for the edition. The removal of psionic attack and defence modes was daring but was eventually done right. By introducing psionic focus and augmentation, psionics seemed to have adapted to become mechanicly comparable to the proper power level of third edition casters.

Looking back on it I always found that third edition psionics was less and less integrated into the realms, eventhough the lore about psions got some mentions in the novel department. I believe 1st edition did this far better, with the incorporation of some minor wild talents in most major NPC's Ed showed the 'Invisible Art' was quite widespread but practised at a far lower skill level than the Metapsionic Mastery of Dark Sun.

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