Rating:  Summary: Now it's balanced, but is it useful? Review: After all the work that clearly went into making this a balanced system, and the repeated mention to how psionics is basically a form of magic, you might think it would gain acceptance. Honestly, the DM has the option of making a type of magic (making three: divine, arcane, psionic) or keeping it separate from magic. Not necessarily true. Many people are still scarred from the earlier manifestations of psionics in D&D, and don't want anything to do with it. Even some of the sourcebooks (such as Forgotten Realms) state there aren't really any psionic talents in that world. In short, while there is some great info here for a DM, I don't recommend it for players unless you are sure your DM has a copy and will accept psionic characters. DMs can try out the two classes as NPCs to make their decision. If the game world is at least average to heavy in magic, keep psionics as a part of magic. If there is little or no magic, then psionics would be non-magical. Given their interrelation, a low-magic world would also see a little diminishment in the power of the two classes in the book.
Rating:  Summary: Ok, good job on the other reviews, but at least be honest Review: (...) All in all, it's a worthwhile book to have. Psionics is certainly more realistic than magic, at least Psionics doesnt have to use bat guano or some such ingredient to make something burn.(Fireball vs. Pyrokinesis) It's certainly not cheap, but at least it's comprehendible. The classes and powers are somewhat limited, but someone with half a brain, some time, and a means to record information could probably handle it. If nothing else, convert from another RPG, or reverse the effect, for example, implode instead of detonate, not as impressive, but rather effective.
Rating:  Summary: Psionics: New and Improved. Review: "Psionics." Just the word used to make shivers run down my spine when I was acting as Dungeon Master for my high school gaming group. The first edition of D&D offered psonics in an odd format, usually deployed by gods or scary monsters. It was wacky, and ultimately I just stopped using it in the game. Then in second edition, the "Complete Psionics Handbook" plopped down a ton of rules that were hard to understand and filled with loopholes and misprints. (You had to buy Dragon #174 and refer to page 38 to sort through the misprints and errata) Then with the 3rd edition, the coming of the *new* Psionics handbook was inevitable. I was a little nervous when I purchased my copy from Amazon.com and sat down to do my usual general read over of the book. At first, I was a little overwhelmed. The new system was a lot different than the older ones, and I didn't know if I liked it or not. Now, I realize that it is excellent. Psionics is balanced enough now that a psion is now longer a log-jamming, campaign busting, ultra-powerful character. Psionics is presented as a clear, concise, constructed system that can be hashed out with a little effort in the same way as 3rd edition combat and magic-use. I think Wizards bascially took the 2nd edition book, gleaned the good stuff, junked the bad, stripped it down to the bare bones, and started building from the ground up. Since I think that little things matter in handbooks, I'll use an example of a minor thing I found very worthwhile and interesting: manifestations. For example, a material manifestation creates sticky, translucent ectoplasmic goo that slimes the targeted creature (ghostbusters), or the visual manifestations where the psion's eyes glow silver. It's a minor thing, but something that I found to be just a little icing on the cake. I recommend the book to anyone who wishes to add Psionics to their D&D campaign world.
Rating:  Summary: Much better and easier to play than 2nd Edition Review: The rules on attaining and using psionic abilities is almost identical to a sorcerer or wizard as far as game mechanics go, so there's much less to remember. They got rid of stupid things like "power scores" from the 2nd edition. Also Psionicists can be of any alignment, which makes far more sense in my humble opinion. Also the "Psionics is not Magic" option, though not changing the mechanics of psionics, does separate it from magic (e.g.: Dispel Magic will NOT dispel a psionic ability if that option is used), and most psionic abilities have a sentence stating how magic can and cannot affect it if that option is used. One of the above reviews states that Clerics/Druids and Wizards are more powerful than Psionicists. I don't believe that. What the Psion lacks in raw power he makes up for in versatility. Where Wizards, Clerics and Druids have to study/Pray for specific spells, Psionicists have their entire arsenal at their disposal and can "cast" any "spell" as often as they wish, until they run out of Power Points. How often have you wished your wizard remembered a fireball instead of a lightning bolt? Well with Psionicists, that's not a worry. The one thing I'm not too keen on is the "Manifestations". When a Psionicist manifests ("casts") a power, it is accompanied by one or more visual or auditory effects: humming, ectoplasm, a strange smell, etc. I'm an avid fan of the "Dark Elf" Novels which is inundated with psionic drow elves and mind flayers. No where in any of those novels is a manifestation of psionic abilities accompanies by any sort of visual, audio, or olfactory clues. Personally, I'd throw that portion out the window, but otherwise the book is excellent. A quantum leap from any previous psionic rules in the D&D/AD&D game systems.
Rating:  Summary: Good Ideas for Something Different and Twisted Review: The classes and Prestige Classes in this book aren't quite like other D&D classes. They are different, with an almost Scientific flare to them. I like the idea of Psionics and their rare appearances in D&D worlds, and I hope to incorperate it into my campaign. Buy this book for something new that you can get ideas for plots and storylines or your future player character.
Rating:  Summary: Needs an overhaul Review: The Psion is woefully underpowered and not at all in balance with the core classes. I could live with him doing less damage than a Wizard, but a Cleric or Druid can easily mop the floor with a Psion when it comes to damage output. Example: There is a seventh level power called True Concussion (the name sounds more impressive than it is) which can do 13 D6 to a single creature. You can have this power at 14 th level as a Savant. By contrast, a Druid of the same level does 14d6 with his fourth level Flame Strike spell. This Druid also has better hit points, better base attack bonus, multiple powerful special abilities, and can change his spells from day to day to suit his needs. The previous poster who said you get massive numbers of points and can easily use metapsionics to boost your powers is ignoring the fact that the class gets no bonus metapsionic feats and you are limited to your level-1 in total points for power with metapsionic enhancements. I have like the author's previous works, but this one doesn't look like it was ever play tested.
Rating:  Summary: This Book Sold Me On D+D 3rd Edition... Review: Finally, Psionics done up right and in an unintimidating format---well done! My DM used to be scared to death of my 2nd Edition Clairsentient,because the rules back then were so skewed in favor of the psionic character...plus it was a system that did not blend smoothly with the rest of 2nd Edition AD+D. But now,our campaign is much more enjoyable thanks to these practical,balanced,and coherent rules system. In light of these improvements,I was convinced that 3rd Edition was viable. In 2nd Ed, you could Probability Travel at first level---now,you'll need to be about 16th lvl to do it...and that only makes sense. There is a sizable section on Psionic 'magic' items that is included,as are some psionic monsters--Brain Moles are back,and they can give your Psionic character Cascade Flu,a very fun Psionic Disease that makes you blurt out all your powers in rapid succession. There are drawbacks to this book--I dislike the concept of Psicrystals;they're like familiars,except that they're pet rocks who can be annoying;at least most familiars can keep their mouths/beaks shut! Most of the Feats are redundant,but Inertial Armour is a must for any Psionic character--a +4 AC bonus that on constantly,so long as you have at least 1 Power Point available. And the Prestige Classes--not too fun;they're should've been a Ghost-Hunter Prestige Class that got special insights/abilities in dealing with spirits;but that's okay...I'l just have to make one up myself! The Power Point system has changed;you might get less points than you did in 2nd Ed,but those points do more---plus you get a pool of 'freebies'--0 lvl powers that are pretty cool,like Far Hand(minor telekinesis)or Far Punch(a telekinetic slap). And the Attack/Defense Modes are very workable now;capable of stunning non-psionics(who always get a saving throw!),or causing temporary ability drain on a regular psionic;the Defense Modes are actually desirable now,where they used to just be a waste of energy,providing mental Hardness even if an attack does manage to get through,reducing your ability damage. If you loved 2nd Ed Psionics,and I did,let me tell you; this is even better. If you're converting a 2nd Ed psionic to 3rd Ed,I will warn you that it's a chore--some powers you may have had are now reserved for 14th,16th,18th lvl characters. But you will come up with a character that will still remain true to your original concept,and I predict that said character will be even tougher than before. Get this book---overall,it's wonderful!
Rating:  Summary: Best structure for psionics so far. Review: Mind you psionics have always been put aside as "why not just be a wizard" well, this books puts more order into the 3rd edition setting for psionics. Though slightly unbalanced the Psion and the Psycic Warrior are both great assets to a campaign. Fun and interesting but still a little cumbersom to plug into a campaign. This book is a great resourse if your game is getting a little drab.
Rating:  Summary: Be afraid Very afraid... Review: ...of this book, DONT GET IT. ITs bad bad bad. It seems like it was just an exuse for WOTC to have fun with really big words that dont actually mean anything. Both me and a friend have read it numerous times and we still dont understand it in the slightest. Although if you already have it you can still get some neat stuff out of it, like: Magic Items and artifacts Feats that you can adapt for normal classes Interesting ideas for new spells But even then there are only a few of these that are worth redoing. By far however, the thing I most disliked was power points. I really dont want to keep track of 150+ power points for high level characters when I could just use spell slots. Stick with the magic not brain (besides, magic looks cooler).
Rating:  Summary: A good -- but pricy -- treatment of Psionics Review: First of all, when you plunk down the hefty price tag for this book, you're thoroughly unprepared (at least, I was) for the thin book which you ultimately recieve. Though from a company who is now charging in upwards of $20 for their softcover works, it isn't hideously overpriced. In any case, the book itself is as good a treatment of psionics as the *D&D world has been blessed with. The psionic attack and defense modes, which I've always found pointless and silly, now carry some real weight and could actually make to enhance the game experience. The breakdown of the psionic classes (the specialistic Psion and versatile Psionic Warrior) is perhaps the nicest thing about the new rules. Both classes play well and are balanced and unique. The prestige classes are a little on the silly side, but this has always been the case with most D&D prestige classes. Everything else is acceptable: the powers themselves, the breakdowns of categories and levels, and the mechanics for how often the powers can be used. A psionic character plays more like a D&D mage (sorcerer, actually) than ever before, but whether this is a strength or a weakness is up to the individual to decide. I like it, but it does sort of dilute the uniqueness of a class hat was once uncomparable to any of the others.
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