RPGnet
 

Psionics Handbook

Psionics Handbook Capsule Review by Mike MacKenzie on 20/01/03
Style: 5 (Excellent!)
Substance: 5 (Excellent!)
I did not have high expectations for it and procrastinated actually getting this review done. Having read it, I am now trying out different combinations of psionic characters. I really liked this book.
Product: Psionics Handbook
Author: Bruce Cordell
Category: RPG
Company/Publisher: WotC
Line: D&D
Cost: 27
Page count: 160
Year published: 2001
ISBN: 0-7869-1835-7
SKU: WTC11835
Comp copy?: yes
Capsule Review by Mike MacKenzie on 20/01/03
Genre tags: Fantasy
The Psionics Handbook is a 160 page hardcover manual, written by Bruce Cordell for the D&D (d20) system. Psionics have a dubious status in the D&D game. It was first included as an optional set of rules, and it tended to be badly overpowered when used in this way. And there were annoying situations that resulted when not used as official rules, things like the mind flayer’s Psionic Blast, or the occasional itinerant Intellect Devourer or Su monster. This fact is duly noted by the designer in the introduction.
The first coherent use of Psionics was in the second edition milieu Dark Sun. This presentati0on in 2nd Ed did more to promote psionics than anything else (with the possible exception of twinky powergaming in the 1st Ed.). I was hoping to see some DS-specific material here, but I suppose that will be included in the setting itself, should it be released.
With the modular approach employed here, you have a clear statement: “If you use Psionics, you get all the rules and creatures that come with it. If not, you do not have to worry about it at all.” This is the best method I have seen to incorporate optional rules, and is also the most legitimate justification for anything resembling a splatbook.

The Psionics Handbook has 8 chapters, an introduction, and an index. There is also a Psionic character sheet template at the back. Each Chapter begins with the “cover-page” that we all know so well from the basic rulebooks, and each page from that chapter is designated by a tab along the outside border of the page. The value of this in navigating the book is readily apparent.

Introduction~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~1 page
Chapter 1: Psionic Classes……………………………12 pages
Chapter 2: Skills~~~~~~~~~~~~~~~~~~~~~~~~~~4 pages
Chapter 3: Feats………………………………………10 pages
Chapter 4: Psionics~~~~~~~~~~~~~~~~~~~~~~~~14 pages
Chapter 5: Powers…………………………………….64 pages
Chapter 6: Characters~~~~~~~~~~~~~~~~~~~~~~12 pages
Chapter 7: Psionic items………………………………18 pages
Chapter 8: Monsters~~~~~~~~~~~~~~~~~~~~~~~18 pages
Index………………………………..…………………..2 pages

At 160 pages, Psionics have come a long way from an 8 page appendix in the 1st Ed PH. As you can see, the bulk of the book is spent on psionic powers, just as the bulk of the section in the PH was spent on the same (though psionic monsters and the combat tables were excluded from the manual for obvious reasons).

The two classes presented are the Psion (essentially a mystic), and the Psychic Warrior (resembling a kind of martial artist/”mind warrior”). The Psion works much like a sorcerer, with a certain number of level-based powers (rather than spells) “discovered” on a per level basis. The Psion also receives some psionic combat disciplines. The primary feature of the Psychic Warrior is psionic combat modes and feats, though they also receive psionic disciplines (at a considerably slowed rate). The hit die, saves and hit modifiers reflect each specialization respectively. The skill section has a few new skills such as Stabilize Self and Remote View, and some new versions of old skills like Concentration.

Some of the feats are the obligatory item creation feats and metapsionic “power boosters”. Some feats I particularly liked include Great Sunder, Psychic Inquisitor and Psychic Metabolism. Great Sunder reduces the effective Hardness of weapons and construction for you, allowing weapons and barriers to be shattered more easily. Psychic Inquisitor is a lie-detection power, and Psychic Metabolism is classical mystic healing (converting wounds to subdual). Speed of Thought is another cool one, but it does seem to overlap a bit with monk movement.

The next chapter focuses on the mechanics of psionics. As with all.such discussions, the going is somewhat dull. Its easy enough to read though. It is upon reading this chapter that one begins to really feel the “psionics is magic” vibe. The psionic powers (discussed in the next chapter) work essentially like spells, down to spell resistance and saves. Combined with the power point system, one suddenly starts thinking “This is a lot like a sorcerer”. There are differences, but there are a lot of similarities, too. Psionic combat works by inflicting Ability damage, and still uses the classic attack and defense modes (Ego whip, Intellect Fortress, etc.).

The powers are basically the original psionic powers combined with some spells adapted for psionics, and few new powers, they arranged hierarchically, with 9 levels of powers. When a psion gains the ability to use powers, he chooses a discipline, aligned with an ability score. The powers are divided along the lines of the abilities, with Psychometabolism, Psychoportation, Psychokinesis, Metacreativity, Clairsentience and Telepathy corresponding to STR, DEX, CON, INT, WIS, and CHR respectively. The powers are decent, but have a sort of vanilla feel. I enjoyed reading the feats section more.

The characters section is more for DMs; it includes several prestige classes, and NPC advancement tables. I didn’t find any of the classes all that interesting, besides the Soul-knife (essentially a psionic assassin). The slayer is a psionic-hunter/ranger against illithids.

The magic items have some novelty, but are also reminiscent of some of the Dark Sun psionic items, including tattoos, Third eyes, and ectoplasmic skins. The art in monsters section is good, and includes old favorites like the intellect devourer, githyanki and the githzeri (which are also found in the Manual of the Planes). Some new ones include the Caller in Darkness and Psion-Killer.

One thing I didn’t really care for were the pseudo-scientific terms like “Temporal Velocity”, which translates effectively to “Speed of Time”. I was left saying “OK…..and what is your temporal velocity…?” “Temporal Acceleration” would have made a lot more sense for that power. Another design decision that was faintly amusing was the role of crystals in new psionics. I like pretty crystals myself, but this did strike me as somewhat gimmicky.
The chief complaint levied against psionics is that it really constitutes a form of spellcasting, and that the psionic essentially an alternate form of wizard or sorcerer. The charge has a lot of merit, but is not entirely true. The impression I ended up with was that psionics ends up being a lot like a monk-sorcerer hybrid. The psionic feats are definitely different and new, and the magic-like areas have their own unique twists.

I eyed this book irritably for several months as it sat on my shelf. I did not have high expectations for it and procrastinated actually getting this review done. Having read it, I am now trying out different combinations of psionic characters. I really liked this book.

Go to forum! (Due to spamming, old forum discussions are no linked.)

[ Read FAQ | Subscribe to RSS | Partner Sites | Contact Us | Advertise with Us ]

Copyright © 1996-2008 Skotos & individual authors, All Rights Reserved
RPGnet® is a registered trademark of Skotos Tech Inc., all rights reserved.