Rating:  Summary: Psionic or Magic?? Review: I just finished of riding this book, I was waiting for that from the launch of the third edition of the game. It has interesting things and new ideas but in general I thing that what Wizard of the coast did was a new class of magic. Somethings like the new class of Psichic Warrior, the new feast and skills and the prestige classes are very good, as is the new system of psionic combat. But the soul of a psionic was changed by the same of the magic, things like the powers divided in 9th level, the duration of the power, and the powers without prerrequisites are things of magic. In the other hand thinks like devotions and sciencs, the maintaining of powers and their prerrequisites was the life of the psionics. In general I think that they would have done more by the psionic that becoming it another class of magic.
Rating:  Summary: The Paradox of Psionic in a Magical World Review: I Like the new D&D 3rd. ed., and the Psionics Handbook is no exeption. The artwork alone is reason enough to bye the book. With this book the system for using psionic is brought up to speed, and there is some truly awesome feast. My problem is, that generally I don't like psionics as a power in a magical world. Psionics is just and excuse to play a "special" caracter who isn't a spellcaster. The psionic is also a extreme suplement to the fighter class - you don't need a sword when you can charge your fists with mental energi. Still I like the book, and yes I'm coing to use it.
Rating:  Summary: Hep me! Hep me! I been hyp-mo-tized! Review: In an ideal word Eggs would cost what it cost to lay them... unfortunately in the gaming industry we pay what the market will bear. When the 3rd Edition Dungeons and Dragons rule-books entered the market, I was stunned at the low price of such quality materials... now I see WOTC's cunning plan. You can play the game for $60... but should you desire to expand beyond that humble framework you are going to pay for it.Unfortunately I was long ago brought under the powerful mind control of D&D... The Psionics handbook is not an essential to play a good game of D&D, however, anyone who skips this book is missing a treat. The Point based Psi-system is exactly what was needed (and not that different than the Spell-point system long proposed to replace per day spells). The text is concise and easy to read. The art beautiful to behold and the Two classes presented (Psion and Psychic Warrior) are a great launching point for the plethora of prestige classes presented. With this book, players can finally, SERIOUSLY bring a purely psionic character into a party. Favorite old psionic monsters are included and updated (you will never believe you will be AFARID of a thought eater...*shudder*) as well as some new additions that bring this book up to the 5 star mark... unfortunately the price tag... drops it to 4 stars
Rating:  Summary: Almost what it should be. Review: With the development of the new third edition rules it was nice to see such a fix for some of the most screwed up rules that came about in the second edition. WoTC actually made the psionic rules work with this newest revision by simplifying the rules down to work in the same general way as magic does and always had worked. While this is also the biggest flaw with the rules, it at least makes them usable. The reason this is a problem is that while making it a usable system they also lost some of the feel for the class. The psionicist was not suppose to be seen as some sort of specialty mage but a unique class all their own. The only salvation for this is the Psionics as different variant. This should have been used through out the book with a strong distinction as to the difference of the two systems. Instead the rules suggest that both abilities are equivalent just named differently and with some different abilities. I will still highly recommend this text, even with its high price tag, simply as a great fix for a serious second edition problem. The ability to run psionic combat between psionic or non-psionic characters makes the book worth what they are asking.
Rating:  Summary: An overpriced nice try. Review: The Psionics Handbook finally does what TSR has been attempting for years and years: creating a working psionics system. However, the price ($27), is far too extravagent for the material. Let's compare this book to the 3rd edition PH ($20). PH has 10+ classes, Psionics has 2. P&H has spell lists for 6 classes, Psionics for 2. P&H has feats for all of the classes, Psionics (in order to fill space) reprints some feats. The key is that you get much more for your money with the core books. That being said, the Psionic handbook is not a bad book if you overlook price. It does an excellent job integrating MOST of the rules into 3rd edition style. It also keeps psions relatively balanced. However, it retains one of the glaring problems of psionics: mental attacks and defenses. As per the past, there are 5 mental attacks and 5 mental defenses which become a number cruching, bog down the game nightmare. Plus, they are only useful against psions. In other words, in order to take the neat, balanced psionic classes, you expose yourself to a deadly form of attack. No other class has this horrible drawback that only applies to psions. Otherwise, the rules are solid. There are nine levels of abilities, each revolving around a different attribute (big plus!). Each ability has a point cost providing a unique aspect to psionics. Like sorcerors, you can use psionics at will providing you have points. Unlike sorcerors who can cast a certain number of spells per day, psions are unlimited provided points remain. Silly rules like mental AC are thrown out as are game-breaking powers that allow you to redirect damage. Powers are unique and well thought out. Other enhancements like psionic item creation and power stones add a nice touch to a book that has potential. In closing, the Psionics handbook is a decent book if you need more character classes. It is not necessary to play D&D, and I would not recommend it to most people because of the cost. If you have to have it though, make sure to take the rules with a grain of salt and be ready to modify quite liberally.
Rating:  Summary: Settle it the Scanner way... Review: The 2nd Edition 'Complete Book of Psionics' almost ruined mental abilities in general for me. It was one of the most poorly thought-out supplements for the AD&D system, supplanted only by the 'Complete Book of Elves'. It was unbalanced and mechanically inept, and prone to abuse by munchkins and bad DMs everywhere. I ran a heavily modified 2nd Edition psionic system in a Dark Sun campaign, and I still thought it was awful. Suffice it to say that anything would have been an improvement. At the same time I have always been of two minds about psionics in a fantasy setting- Deryni books notwithstanding, the realm of psi has always seemed better suited to science fiction than swords and sorcery, but for better or for worse, here it is. And it's hard cover, too. The 160-page 'Psionics Handbook' is a PH for mentalists. It is laid out almost exactly like the new Player's Handbook, so you will find it familiar almost instantly. Starting first with classes, of which there are only two- the Psion and the Psychic Warrior. The former is a sort of generalist psi, and one who specializes in one of the six Disciplines, but may choose from any so long as they give priority to their chosen discipline. Like mages and sorcerers, they have distributed powers from first to ninth level, and they maintain the 'Power Point' system as a carry over from the 2nd Edition version, only this time they handled it right. One of the biggest mitigating elements of the Psion character class is the d4 for Hit Points, again, much like a wizard. The Psychic Warrior on the other hand is a more combat oriented character, who while possessing numerous psychic powers up to 6th level, still can't hold a candle to a standard warrior in raw combat potential. Unfortunately, the other carry over from 2nd Edition is that these characters do not have to learn or be taught their next level powers- i.e. once they obtain a level where new abilities are gained- 3rd, 5th, 7th, and so on, the player simply selects the psionic powers they want their character to have and voila, they do. No time is spent learning them, acquiring arcane psionic lore or otherwise. Wise DMs will nuke this instantly and make their psionic characters learn new powers in a similar fashion that a magic user must undergo in order to obtain a new spell(s). The psionic powers section in many ways mirrors spells out of the players handbook, and often powers not covered by spells are mishandled. Danger Sense, for example, protects you from traps-like spikes or pits, but does nothing to warn you about a potential ambush. Combat Sense grants you a +2 bonus to strike a foe, but no insight into what that foe plans to do-the traditional working of a combat sense power. Other spells imitate spells like Grease, Spider Climb, Charm Person, and Shape Change, etc. On the other hand they have cleaned up and simplified the psionic combat section until it both works and makes sense. In monster section we have a cast of old favorites like the brain mole, intellect devourer and the githyanki, plus the addition of a Dark Sun monster, the Caller in Darkness, and the completely ridicules 'Temporal Filcher' which players should laugh at until the DM who introduces it takes it away and apologizes for using such an insipid monster. As will all things D&D, application of judicious common sense is required so that non-psionic characters are not overshadowed by those that have psionics. Powers, Skills and Feats all need to be examined by players and DMs alike to make sure that they will only enhance the game, not unbalance it in favor of psionics. D&D is a magical setting and thusly magic should be more common and better understood than psi, and even ultimately perhaps more powerful. That does not mean that there is no place for one or two psionic characters in a well-run, well-balanced campaign. This book is quite good.
Rating:  Summary: Finally Psionics make sense... Review: Ever since 1st edition D&D people have been trying to add psionics to the game. In first edition 1 in every 100 characters would have psionics and would become a power character. In 2nd edition they made it harder to have psionics but toned them down so they weren't as ridiculously overpowered. However, the "addition" of psionic powers has always felt like just that; an addition that is tacked on and exists outside the normal rules rather than within it. In 3rd edition that has all been solved by this wonderful book as WoTC adds psionics almost seamlessly to the world of D&D. First off, the addition of psionic character classes takes out the randomness of psionics from previous editions. Now anyone can be a psionicist. This is also somewhat problematic, as there are no drawbacks to be a psionic character other than susceptibility to psionic attacks. The powers are interesting however most are knock offs of mage spells but some unique ones are really neat. Psionic combat is no longer an irritating spectacle and is quite simple to work out. Also nonpsionic characters no longer have to fear being burned by even a 1st level character with a psionic attack form. How psionics are integrated into the D&D setting is wonderful. They are in some ways like another form of magic as both magic and psionics can affect one another. This adds character and makes keeping track of rules easier for the DM. Not to mention the endless roleplaying possibilities for exploring how the two interact. The addition of psionic items is a nice touch. While I feel they went a bit overboard as most of these items are rather powerful, they can easily be altered and toned down to fit nicely in any campaign. The prestige classes are mostly really obvious and not well planned. The Slayer is interesting and so is the Metamind, but the others are tacky or really overplayed. The psionic creatures section is somewhat confusing as while they include a bunch of old favorites, they don't ever update the Mind Flayer they always talk about throughout the book. Overall the book is excellent with a few minor points detracting from it. The lack of updated Mind Flayers, the shallow prestige classes and the copied feel of the powers keep this book from being excellent but it a great buy. Although WoTC needs to fire the people in charge of pricing their books as this book is half the size of the core books but about 7 dollars more.
Rating:  Summary: Psion was good, Feats where great, Pychic Warrior was awsome Review: The Psion is a little hard to understand at first but when you start changing Psionic phrases like 'manifest a 5th level power' into 'cast a 5th level spell' you start to get it. The spells are based on power points of which you only have so many (each level power(spell has a set of power point cost and every power description has the cost in the header). The Psion is a lot like a Sorcerer and the many of the powers(spells) he can manifest(cast) are crossbreeds with the magic spell list. But some of the best spells are compleetly origional. The 9th level Thrall will PERMINENTLY give you a sevent of any level (if they fail the initial Will save) or the level 5 Graft Weapon attaches any weapon to your arm in place of a hand (amazing picture)at no Exp cost and (at another casting will replace the hand back on the arm). The feats have the requard Item Creation and MetaPsionc(MetaMagic) crossbreeds and a few new ones as well. Psychic Inqusitor tells you when another lies to your face and Psychoanalyst gives you a bonus on ALL Diplomacy, Bluff, and Intimidate checks. Some of the feats seem to make the Psyonic Charactor too powerful but when you look at the overall Charactors they are weak in some areas that need something to help make it up. The Psychic Warrior is the epitamy of the Psychic way for the hack and slash player style. The Psychic Warrior is basicly a charactor with psychic abilities who took the fighter class and then decided to also inhance his psychic side at the same time. He gets bonus feats like a fighter (not as many) but can't cast as many Powers(spells) and doesn't have near as many power points. Some people seem to have a problem with the Psionic rules NOT overbalencing a campain but they even addressed that. They have a Varient that makes Psyonic Charactors more powerful(its in chapter 4). A great book, I can't wait for my DM to aprove it.
Rating:  Summary: Psionics Handbook - Hey! It works! Review: As a long-time Dungeons and Dragons player, I've long been of the belief that D&D needed psionics as much as many people needed another hole in their head. In general, while it was a good idea, the mechanics usually made you want to throw your dice through a wall. However, the entire Dungeons and Dragons line has been fixed... no, better than fixed. Torn down and almost rewritten from scratch, and the Psionics Handbook is no exception. The rules that used to make me cringe and whimper and throw lots of d20's unnecessarily has been streamlined to actually WORK. And boy, does it ever. I _highly_ recommend this supplement - my only gripe about it is that this book is much thinner than the Players Handbook and the DM's Guide, yet more expensive. In terms of content, though... top notch.
Rating:  Summary: Nothing more than a price gouging scheme Review: What has happened to Dungeons and Dragons since WoTC took over? The Psionics Handbook is a prime example of what has become of the D&D line: over priced with little useful content. There are a few exceptions to this rule, but the Psionics Handbook is not one of them. The psionic character in 3rd edition has lost all the uniqueness that made them fun to play in 2nd edition AD&D. The psion has been turned into nothing more than another type of magic user and a rather unimpressive one at that. If you want to burden your game with more rules without adding anything truly useful to your D&D game, this is the book for you. Otherwise you can go ahead and safely skip over this book without losing any sleep over it. I do have to give it two stars if simply for the fact that it is easy to integrate into your game if you decide to waste your money on the Psionics Handbook. Word to the wise: if you want to use psionics, I would recommend getting the 2nd edition Psionics Handbook which is not as hard to use or as unbalanced as people say it is.
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