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AD&D
3rd Edition
Article: Psionics Changes in Third Edition
Writer: ShadrachVS (shadrachvs@koyote.com)
During the duration of AD&D's long life under TSR, Psionics were
created to accompany the DarkSun Campaign setting. Adding a new and
totally different set of unique rules. The first set of Psionic rules were
very hard to interpret and could easily be exploited by players. A
Revision was soon made, but the Revision weakened Psions dramatically.
Carefully trying to avoid this mistake in the new edition the new staff
worked at trying to balance the complete system. The End result? An almost
completely new rules setup.
The Basics: Overview
The New Psionics book explains in depth the abilities, rules, and items
that govern a Psion; Here I am going to give you an idea of what you can
expect from it, and possibly a new spin on how to play one. The areas we
will cover are Character Creation, Special Skills, Feats, Psionics,
Psionic Powers, A look at some Psionic Items, and some information on
Psionic Foes.
Character Creation: Everything
Matters?
There are two basic Psionic character classes; the mage-like Psion and the
fighter-like Psychic Warrior. Psions are split into six fields according
to their prime focus in Psionics, while the Psychic Warrior has a
predetermined focus. No matter the class every character ability score is
important to the Psionic character. Why? A low score, one below the
benchmark, will ban you from accessing a whole field of Psionic powers.
While a high score, one above the common top score will allow you to
access the highest levels of a Psionics field.
The Psion, much like the mage, has a relatively small amount of hit points
and no ability to wear armor. Though unlike a mage, a Psion can wear armor
with no fear of power failure. With a low to hit value and very little
weapon proficiency, the Psion is not a Melee combatant. Each Psion chooses
a field in which they specialize, much like the Clerics Domains, this
allows them to get access to more powers.
The Psychic Warrior, much like the fighter, gains access to many feats
(though nothing like the amount a fighter eventually gains) and garners
some Psionic capabilities. Though the Psychic Warrior is limited in his
powers, power points, and psionics in general; he makes up for it by his
unique list of combat oriented powers, armor and weapon proficiencies, and
middle range to hit values.
Special Skills: Auto-what?
The Skills Chapter lists off some new abilities, which Psions and Psychic
Warriors have access to as class skills or even cross-class skills. Not
wanting to reveal too much, I am going to be short about these skills.
Ranging from new Knowledge's to Psionic Only Skills, they allow characters
to stabilize themselves while bleeding to death, identify Psionic powers
in use, use psionic items, and even scry .
Feats: No thank you, I already
have two.
Psionic feats allow characters to pull off a range of various stunts and
abilities: run on a wall during a charge, charge attacks with potent
Psionic force, and even detect lies. Limited only by the amount of power
points to activate, Psionic feats seem a tad bit over-powerful. After a
lot of play time myself, they are not as they seem. A Psion, who abuses
feats to make himself a combat artist or just gets over-zealous in their
abilities, soon finds himself powerless and less useful than a mage with
no spells left. These varied abilities should not unbalance the game, as a
DM just track the players Power Points yourself and that should avoid many
potential threats.
Psionics: No humor, just
Rules.
Psionic powers range from level 0 to level 9, ranging in magnitude from
lighting a match to blowing up a mountainside. Power point costs for
'manifesting' these powers increase with each level, requiring careful use
of precious power points. Much like spells powers all have a Range Factor,
a corresponding discipline, an applicable saving throw, a power resistance
check, duration, and a display (run off energy in the form of a smell,
light, or even sound).
To manifest any power a Psion needs to concentrate and focus his mental
capacity; thus a blow to him or even noises around him can interfere with
even a simple power use. Concentration checks allow the Psion to determine
if the distraction is minor enough to ignore (a fellow party member
singing loud battle songs) or distracting enough to force a lapse in
concentration (A Dragon says ROAR, then FOOM). Powers also immediately
fail if all of the conditions for their manifestation are not met.
Special Section: Psionics, Magic or No?
This is taken roughly from the Psionics handbook, and is very important in
considering Psionics in your Campaign. First of do you consider Psionics
to be the same as Magic? If so then ignore Power Resistance and instead
use Spell Resistance. If No, then you have to determine which choice you
believe: Evolution made Psionics or Not. Ok, confused yet? The evolution
Idea states that Psionic powers have existed in that respective plane
therefore creatures of that plane should have some natural resistances to
them (Creatures that have Spell Resistance will also have Power
Resistance). This variant also allows for interesting views on almost all
aspects of Psionic abilities. If the Evolution is Out the Window, then you
should start coming up with your own ideas… though this is potentially
unbalancing and dangerous to the campaign.
Psionic Powers: The stuff
that makes it all worthwhile.
Psionic powers unlike spells to a wizard are hard to learn: More like
spells to a Sorcerer, they come naturally but at a slower and less
frequent rate. Psions have to be very careful what powers they choose,
considering and weighing all options. A psion has a very limited number of
powers, but in return can use those powers more often than a mage could
his spells. Psions are very flexible in their use of Powers and must
always try to find the best ways to use their limited powers to their
advantage.
Psionics are split into six different fields, each based off of a primary
character attribute. Strength to Psycho-Metabolism (Psymet), Dexterity to
Psychoportation (Psyport), Constitution to Psychokinesis (Psykin), Wisdom
to Clairsentience (Clasen), Intelligence to Metacreativity (Metcre), and
Charisma to Telepathy (Telep). Each area covers a fairly broad range of
power and has a specific nickname for a Psion that chooses to specialize
in it. Psymet focuses on the Psions body and his metabolism, capable of
controlling and with later powers changing the very aspects of physical
natures. An Egotist is a Psychometabolism user. Psyport focuses on travel
and displacement, studying the very fundamental aspects of space and
location. Capable of teleportation, Dimensional Travel, and changes in
Movement: users of this field are known as Nomads. Psykin focuses on
Kinetic energy, movement, and basic physical properties of matter. Capable
of transforming metals and materials, telekinesis, and focusing energy
into force attacks: users of this field earn the name Savants. Metcre
focuses on the Astral Plane and using its energies to create and sustain
objects and even life. Capable of creating whole objects 'out of thin
air', summoning weird creations of ectoplasm and eventually creation of
sub-planes within the Astral Plane: users of this unique power earn the
logo Shapers. Clasen focuses on information and revelations: users are
capable of scrying far off locations, sensing the future, and even
mimicking the powers of other Psions. Clarsentience users are loosely
called Seers. Telep focuses on the mind: Capable of controlling others
wills, mental communication, thought reading, and even total crushing of
opposing wills. Telepaths as they are known are feared for their
abilities, and powerful telepaths fear the consequences of their own
abilities.
Psionic Items: Nifty Toys
made of Crystal.
Most Psionic items are made entirely of a Crystal some even formed out of
Ectoplasm; but all have useful powers that make them unique. New abilities
are listed for making Psionic Arms and Armor, cool powers than can feed
off energy attacks into harmless light and some that can even predict the
future to a weak extent. Other Psionic items include Crystal Capacitors
(Think batteries), Djores (Wands), Power Stones (Scrolls), Psionic Tattoos
(Scroll Painted on You!), and the catch all Universal Category. Most items
are useless to non-Psionics characters, but some (Tattoos) are usable to
almost anyone (Monks Love 'em and you should too) and the Dreaded Psibane
weapons are purposely keyed to non-Psions.
Psionic Foes: Stuff that
goes bump in the night.
The Psionics Handbook lists a few Psionic creatures to populate your world
ranging from Killer Flowers of Doom (Udoroots), the screwed up Children of
Illithids (I know.) the Neothillid, and big nasty demon Brain things that
can really mess up your day (Cerebriliths). Though the number of new fun
creatures only tallies a mere 25, there should be enough to make any Psion
break down and cry (A Psionic Goblin, Fear!).
Closing Words: Excuses and
Begging for Forgiveness
I hope this information enlightens you on Psionics in Third Edition, and
doesn't insult you in anyway. I make sad attempts at humor throughout this
writing, but that is how I am about D&D… if you can't have fun with
it, why play? If you'd like to berate me on my ignorance at least have
some grounds for doing so; if you can prove me absolutely wrong I will
gladly correct my mistake. If you just don't like my views and are to bull
headed to at least let me ramble… don't waste my time, or your time.

Dragon Ninja
Realms of the Dragons © 2002
Dungeons & Dragon
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