Preface
I reviewed the original 3E Psionics Handbook on RPG.net Here
when it came out a few years ago. Since then, there have been a
great many changes to the psionics system for D&D. Bruce
Cordell wrote not one but two psionics expansion/revision books for
Malhavoc press between these two official WotC books. First came
revisions to the prestige classes to allow for the "+1 caster level"
concept, which was a pretty universal improvement for them. In
that same book came the idea of being able to pay more power points to
increase the damage of a power, also a helpful idea for the psions, as
their powers don't naturally scale up with level like spells do.
The second book attempted a reworking of the clunky psionic combat
system, which gained some fans but didn't please everyone. Well,
after those books comes the new official psionics system. As with
everything in life, not all changes are positive ones, there are some
hits and misses in the Expanded Psionics Handbook. Further
muddying the waters are the general 3.5 alterations to D&D
spellcasters, which have also been reflected upon the psionicists and
resulted in more drastic changes to some things than would otherwise
have happened. It's not perfect, but my overall impression of the
book is a positive one.
Expanded Psionics Handbook
Appearance
The book is pretty standard fare for WotC-published books
nowadays. Hardbound, fairly sturdy, and color printing. The
cover is pretty striking, having a crystal and brain motif to it that
is perhaps a little cheesy, but perfectly fitting. The interior
art is a mixed bag. The artists were certainly technically
skilled, but they were drawing occasionally ludicrous things, such as
the new psychic warrior iconic character with his great helmet that
covers one eye and has a great big hole in the middle of the forehead
that just screams 'Shoot here!' The complaints people have about
D&D characters being drawn in ridiculous armor and weapons applies
tenfold to the psionic characters, who look like they're escapees from
a circus. It doesn't bother me, but I know some people who are
very put off by their appearance. The monster illustrations tend
to be of a much more serious nature, and most of them are excellent.
Layout
The book mirrors the Player's Handbook. Opens with races, goes to
classes, then skills, feats, the psionic systems, the powers, the
prestige classes, the items, and the monsters. The font and
spacing are equivalent to all of WotCs books, fairly clear and easy to
read. There's a detailed table of contents in the front, but the
index is only a single page. There shouldn't be much of a need
for the index for most readers, however, so I doubt anyone would be
inconvenienced by that.
Content
Moving in a chapter by chapter rundown:
Chapter 1: Races
This chapter has races with a psychic affinity. Some are new,
some are reworkings of previously-printed races to replace their
magical abilities with psionic ones, and a couple are refugees from
Dark Sun who have a new home in D&D with a psionic system to
support them. Dromites are halfling-sized monstrous humanoids
with insectile qualities. Duergar are the well-known subterranian
dwarves of the Underdark, who gained mental powers after enslavement by
the Illithids. Elan are humans who sacrificed their humanity to
become essentially psionic constructs. Githyanki and Githzerai
have of course made reappearances here, being two prominent planar
psionic races. Half-Giants are new (to my knowledge) to 3E
D&D, having been a Dark Sun race that had not previously been
converted to the new rules. Maenad are like berzerker Vulcans, a
restrained race who have rage-based powers whenever they lose
control. Thri-Kreen are another Dark Sun race, a walking
four-armed blender that some DMs would probably be happier that the
players didn't play. And the Xeph are a dark-skinned catlike
humanoid race who can boost their movement speed. None of the
races particularly leapt out at me, in part perhaps because I've been
spoiled by Arcana Unearthed's racial levels and rather miss them when
they're gone. To be fair, though, they all seemed to be on par
with other D&D races. DMs will want to keep an eye on them,
however, as they can all take psychic feats without taking any levels
in a psychic class, which may be problematic depending on the campaign
setting.
Chapter 2: Classes
I have extremely mixed feeling about this chapter. First comes
the revised Psion class, which I am overall rather pleased with.
They have more power points, a less-gradual gaining of powers, and five
bonus feats. They no longer receive a psicrystal for free, but
can easily take the feat to have a psicrystal with one of their bonus
feats. The increase in power points and better power selection
are not 'free', however, as I'll explain further with the new psionic
rules section. Also, the Psions no longer have different key
ability scores depending on specialization, they all use
Intelligence. I personally liked the variety in ability scores of
the 3E Psions, but there were lots of mechanics baggage attached to
them, so removing that made life easier on the rules. Psions do
still have separate class skill lists depending on their
specialization, so that's good, though some of them seem to have lost a
skill or two. Also, since intelligence is now their key
requirement, Psions get a base of two skill points per level, not four,
which is certainly fair.
I have less reservations about the new Psychic Warriors than the
Psions. They no longer receive Weapon Specialization, they lost
access to a couple of skills. They get bonus power points for a
high stat, but that stat is wisdom, which some players are none too
happy about, as the save DC for their powers is also now wisdom
based. Bad things all around, right? While at first brush
it seems so, Psychic Warriors have access to much better powers than
they previously had, which more than makes up for the other changes in
my mind. Along with the changes to the feats (more later) it puts
the emphasis of the Psychic Warrior onto their powers and tremendously
improves the feel of the class rather than making them just Fighters
with better feats, as they used to be.
I also have few reservations about the Soulknife, now a full class
rather than a prestige class: I don't like it. The Soulknife
forms a weapon of psychic energy and beats people up with it.
Which is all well and good, but the prestige class Soulknife had access
to powers, whereas the new Soulknife doesn't. Half of the charm
of the old Soulknife was that they could use powers, making them akin
to psychic assassins, using their powers to be stealthy and quick, then
following up with attacks from their mind blades. Now that they
have no powers, they're a much more bland class, a one-trick pony based
around their mindblades. The blades are more powerful than they
were for the prestige class, but that's a small consolation to the loss
of flexibility they suffered.
I'm also not very enamored of the second new class, the Wilder.
Supposed to be akin to the Wild Talents of second edition D&D, they
learn fewer powers than a Psion but can manifest their powers with more
'oomph' from their highly emotional nature. Two problems.
One is that they only get a total of eleven powers to work with, just
over a quarter of the powers a Psion learns, and even less than the
Psychic Warrior gets! The other is that their ability to boost
their powers has a chance to backfire, and that chance is percentage
based. No matter what level the Wilder attains, or how good they
are, they will suffer the same chance to have their powers backfire on
them. In fact, since the higher level Wilders can boost their
powers further than the lower level ones, their backfire chance can be
as high as thirty percent!
Chapter 3: Skills and Feats
The only thing of note in this chapter is the new role of Concentration
for psychics. Psychics may now take a full-round action to make a
DC 20 Concentration check to gain psionic focus. This focus is
required to use several psychic feats, all metapsionic feats, and some
powers. It doesn't cost any power points to gain (though you must
have at least one power point to meditate), but it does put a brake on
the use of several of the feats by making it mandatory for the
character to meditate between uses.
In conjunction with the above, several of the old psychic feats have
been toned down by the fact that you can't use them constantly.
Deep Impact and its ilk, for example, all require you to expend psionic
focus to use them. To balance this new requirement out, the feats
no longer cost power points to use. (Metapsionic feats do still
cost power points, but less than before.) While it prohibits
people from being able to use great feats all over the place and stack
powers with all kinds of metapsionic boosts, I do like that this new
mechanic sets psionics apart from magic in a clear fashion.
Chapter 4: Psionics
The mechanics behind the new system, and the meat of the changes in the
book. Psychic combat is gone. Few people will mourn its
passing, as while the idea was always cool, the implementation of it
left something to be desired. The trick is, however, that all of
the old psychic attacks and defenses are now powers, and the defenses
can be manifested immediately in response to an attack. In many
ways, I think this is solid gold. Psions can still duke it out
between themselves, and the new powers are pretty universally cooler
than they ever were as psychic attacks and defenses. More on the
powers in the next chapter. The basics of the system are still
the same as they were. Psychics learn powers, and spend points to
manifest the powers, just like a casting wizard. However, Bruce
took a page from Arcana Unearthed in that many of the powers can now be
augmented by spending more points than necessary on them. For the
most basic things, many of the attack powers do more damage the more
power points you spend on them. This is not metapsionics and
doesn't require psionic focus to do, it's an inherent part of the
powers. One thing to bear in mind, however, is that augmenting a
power doesn't increase its level, so something like a Globe of
Invulnerability will still block a low-level power regardless of how
much it's been augmented. The cap for augmenting is equal to the
psychic's level, so a Psion couldn't dump 100 points into a power and
do 100d6 damage in a single round or anything insane like that.
There are a couple of feats that allow one to exceed the cap by a
couple of points at the cost of taking damage, and the Wilder's special
ability exceeds the cap, but I think it all manages to work out
elegantly and with a spirit that finally sets psionics apart from
magic. This system is clearly superior to the 3E psionics system,
I am pleased to report.
Chapter 5: Powers
It's hard to really quantify the changes in the powers.
There are some powers that are gone, some are new, and many are
changed. Since there were some heavy spell changes in 3.5,
however, it's difficult to say which powers were changed because the
change was necessary, and which were changed solely because similar
spells were changed. Each specialist of Psion now has an
exclusive list of powers available only to them, there is a general
power list open to Psions and Wilders, and there is a list for Psychic
Warriors. Dividing up the powers among specialists is a huge pain
in the rear for anyone who wants to convert a 3E Psion to 3.5, as I
guarantee that at least one of the powers on any Psion's list will have
wound up the exclusive domain of other Psions. There is a feat to
let one pick outside of their normal power list for one power, but both
of my old Psions had more like three or four powers that they would
have needed feats for. Aggravating, but not the end of the
world. There are now several powers of the defensive variety that
can be manifested as a free action, at the cost of not being able to
use a free action on your next turn. There were a couple of
powers like that in the original Psionics Handbook, but now there are a
whole lot more. This puts a whole new spin on life for the
Psychic Warriors, who are now actively defending themselves in a fight
with the power of their mind. There are also a few free action
powers that are manifested on the psychic's turn that do things like
make them run faster, which are welcome additions. The addition
of augmentation has removed several powers entirely. The old
astral construct line of powers is now only a single 1st level power
that will create better constructs the more points are used to augment
it. Several offensive powers are now compacted into single
low-level powers that can be augmented up to do respectable damage at
higher levels.
Balancing out the newfound addition in flexibility is the fact that
several powers are now weaker than they previously had been.
Durations have been reduced, saving throws have been added, levels (and
therefore cost) have been raised. The feats that raised the DC
of a Psion's powers now require burning psionic focus to use, so
they can't be used with impunity and are best reserved for tough
fights. As I mentioned earlier, all of the metapsionic feats also
have the psionic focus requirements now, so Psions won't be so quick to
use those, either, as opposed to 3E where it was possible and
occasionally desirable to manifest every single power with metapsionics.
All in all, I'm pleased with powers the way they are now. They're
individually weaker than before, but they have greater flexibility, and
I'd happily give up power for my old Psions in exchange for being
useful in more situations. I'm not so happy that so many of the
interesting powers got shunted into specialty pools, but if there's one
you simply must have, you can always use a feat to get it. And
the Psychic Warriors are no longer begging for scraps at the Psion's
table, their powers are much nicer than they had previously been.
Chapter 6: Prestige Classes
As with the main classes, there are winners and losers in this
chapter. The majority are interesting and decent classes, though
none of them struck me as being great.
We start with the Cerebremancer, a prestige class that allows for a
Wizard 5/Psion 5/Cerebremancer 10 to have the spellcasting power of a
Wizard 15 and the psionic power of a Psion 15. At first brush,
this is stupidly overpowered. However, at higher levels the real
firepower is in the highest level powers, which taking this prestige
class will cause to be perpetually out of reach. When the pure
Wizard or pure Psion is merrily tossing around 7th level doom, the
Cerebremancer is stuck with 5th level spells and powers. Seeing
as having both arcane spells and psionic powers does nothing to allow
someone to actually cast and manifest both in a single round, you're
really much better off being able to pack a punch with a single high
level spell instead of a lot of low level spells. But I do have
to give this class credit, they'll have a truly unmatched number of
spells and powers available. It'll just be the spells and powers
that everyone else quit using three levels prior.
The Elocator is a prestige class that focuses on movement and
agility. Nothing amazing, but it only gives up three manifesting
levels, so it doesn't cost but so much to take.
The Fist of Zuoken is a psychic monk prestige class. It gives a
fairly good range of Psychic Warrior powers, but interrupts the
progression of important Monk abilities like Ki Strike and Flurry of
Blows, and as such may not work out well for most.
The Illithid Slayer has changed a fair deal from its previous
incarnation, no longer offering bonus feats, and of somewhat less value
to Psychic Warriors as a result. However, it does provide some
very useful defenses against mental powers in exchange for losing only
one manifester level, so it would have great value for someone wishing
to be a mental duelist.
The Metamind has to be the worst prestige class I have ever seen, I
have to believe that there's a misprint involved. In exchange for
being able to manifest some 1st-5th level powers for free a certain
number of times per day, being able to store some power points in a
psicrystal, and being able to manifest powers for free for ten
(consecutive) rounds a day, the Metamind gives up FIVE manifester
levels. That means over 150 power points, 8 powers, access to 9th
level powers, and two bonus feats, all sacrificed for such paltry
abilities. On a good day, the Metamind is worth giving up two
manifester levels, and even that is something of a stretch.
(Before anyone gets clever, it has already been asked on the WotC
forums, metapsionics and augmentations on the 'free' powers must still
be paid for in full.)
The Psion Uncarnate is a prestige class that eventually turns a
character into an incorporeal creature, giving up their physical body
entirely. Unfortunately, they don't get to be incorporeal for
more than a minute at a time until 10th level, and by the time they
reach that point, being incorporeal isn't much of a defense against
anything. It's a cool idea, but the execution of it is a little
lacking.
The Pyrokineticist has, like the Soulknife, lost their powers.
However, it seems that the Pyrokineticist isn't meant for Psions to
take in this new incarnation, but rather a Wilder or someone without
any psychic classes, as they use their fire powers for free and the
save DCs of their powers are charisma-based (as is the Wilder). A
20th level Psion could easily out-fire the Pyro, so it appears that
they simply remade the Pyro for other classes.
The Thrallherd is a Psion-friendly class based around psychic
domination. Ironically, you're really sort of better off not
being a Telepath before taking this prestige class, as it gives free
access to a couple of Telepath-exclusive powers. You'd have to
spend a feat to get Mindlink, a prerequisite for the class, but at that
point you'd get some nice Telepath stuff while still enjoying the
benefits of your own specialization.
The War Mind is something of a Psychic Warrior-lite prestige class, it
gets access to a few powers and some power points, as well as some
unique class abilities to help it out in a fight.
Chapter 7: Psionic Items
Well, I always found the psionic items to be somewhat boring in
the original Psionics Handbook, and things haven't changed much for
this version. They're all standard fare, many of them just
alternate versions of magic items, the equivalents of scrolls, wands,
and staves. D&D has always had awesome items, but the
Psionics Handbook has nothing that even begins to compete with the
coolness factor of a Daern's Instant Fortress or Figurines of Wondrous
Power.
Chapter 8: Monsters
There are a goodly number of fun monsters to throw into a game here,
but very little has changed from the last Psionics Handbook in that
regard. There are 'example' monsters for the character races in
chapter 1, and a tiny handfull of new monsters, but the vast bulk are
reprints.
Appendix
This tiny section contains some new mental and psionic affecting magic,
a Mind domain for clerics, and two deities. The spells are nice,
a few of them will really grease the wheels for cooperation if a party
has both an arcane caster and a psionicist, but the odds of anyone
actually taking up space in the spellbook to memorize them is frankly
nil.
Rant
In my review of the first book, I complained that many of the
Psion's anti-psion powers were useless against psionic monsters, who
didn't need or use power points. In later revisions of the book,
most of those powers were updated so that they still served a function
against psionic monsters and would hamper them at least a little.
All was good in the world, then.
Well, guess what. Anti-psion powers that have no effect on
psionic monsters are back. But now it's even worse. Much
worse. The Expanded Psionics Handbook introduces several
anti-psionic feats that are geared expressly towards messing up a
Psion. Now, the standard way to play with psionics is to do what
the book calls magic-psionic transparency, which is a way of saying
that anti-magic affects psionics, and vice-versa, so that you don't
wind up with Psions nuking magic-resistant critters with
impunity. With me so far? However, these anti-Psion feats
expressly say that the transparency rule doesn't apply to them, they
have no effect on magic, and may not be taken by a psionic
character. Furthermore, all of the anti-psionic powers mess
around with power points and making it tougher to manifest powers, and
as such would do precisely squat to a mage. So, the Expanded
Psionics Handbook has a one-way street going when it comes to
psionics. Anti-magic spells will affect a Psion.
Anti-psionic powers won't affect a Wizard. Anti-psionic feats are
supplied for non-psionic use, but there's no 'screw over that
non-Psion' feat. Under these rules, if anyone went out of their
way to gear up a character for killing Psions, they'd have a very easy
time of it.
Evidently, the desire of these new rules is the discarding of the
magic-psionics transparency system, otherwise it only takes a single
Globe of Invulnerability to pretty much shut down the bulk of a Psion's
powers. Most of their offensive powers are 3rd level or below, as
they rely on augmenting to increase their damage at higher levels, and
as such would bounce right off of the globe. Without any
anti-magical powers at a Psion's disposal, the only conclusion I can
come to is that the book was written with the assumption that psionics
will automatically be bypassing magical defenses, 'cause they sure
didn't hand out any powers made for dealing with a mage. I find
it to be very sloppy that given that most DMs will want to make their
life simpler by putting psionics and magic in the same boat, the rules
were not written in a way to smoothly deal with how anti-psionic things
should affect magic. (Psions do have a version of Dispel that
would, under the transparency, affect magic just like psionics, to be
fair. However, that's pretty much their sole recourse when faced
with magic.)
Ending
Like I said at the start, I am pleased overall with this book. It
needs some work, however; there's already errata out for it, and it
needs a fair deal more beyond what has already been made public.
Some things, like the Metamind, are glaring in their need for
change. Others could use some more playtesting to kick out any
bugs that may be lurking within. Not to disparage the 33 people
credited as playtesters in the book, but the playtests of three dozen
won't work out the kinks nearly as well as the game experiences of
hundreds, and I have a feeling that some problems will come to light as
groups get more playtime in with these new rules. Once the errata
is finished and a second printing of the book comes, I have every
expectation that it will be a truly excellent book for psionics in the
d20 system.
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Capsule Review
George Jackson May 3, 2004
Style: 3 (Average)
Substance: 4 (Meaty)
The latest incarnation of psionics rules for D&D is largely an improvement over the previous one, but there are some flaws, as well.
George Jackson has written 10 reviews, with average style of 3.40 and average substance of 3.50. The reviewer's previous review was of Monte Cook\'s Arcana Unearthed: The Diamond Throne (PDF Version). This review has been read 9724 times. |
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