Psionics explanation please [Archive] - Wizards Community

Post/Author/DateTimePost
cacheek

03-29-08, 09:40 AM
In a nutshell, what is psionics and how easily can it be incorporated into an DnD game? Is it really hard like Tome of Battle?
ppaladin123

03-29-08, 10:29 AM
It's pretty easy to use. It is a lot like having Magic Points instead of spell slots...the only difference is that you can boost the power of certain powers (like spells) by spending extra points. Many of the powers are just psionic versions of magic spells like Psionic dimension door, or psionic fly but others are unique. You can play with the rule that psionics is just like magic so anti-magic fields and dispel work the same on psionics as they do on spells. It should be pretty easy to introduce into your game.
Bacris

03-29-08, 10:51 AM
I'd recommend reading the New 3.5 Psionics FAQ (http://forums.gleemax.com/showthread.php?t=638776) that is stickied.
Eikre

03-29-08, 10:59 AM
Oh, it's really hard, just like Tome Of Battle.

Which is to say, it isn't at all.

Unless you're adverse to the flavor (Mutable) or learning some mechanics that're just based on the 9-level-Standard Action system anyway, you just pop them in and let it interact with anything else.

Spell Resistance still applies to all the psionic effects. Will Saves still apply to all the telepathy powers. AC still applies to TOB maneuvers. The full casters from core are still more powerful than everyone else for 4/5ths of the game.

Psionics are primarily a magic-like system which is distinguished from the spells in a handful of fundamental aspects. Psychics use a different resource to cast with. Essentially, instead of Spell Slots, which are weak or powerful depending on their level (a fifth level spell is almost always more powerful than a third level spell), psionic powers become more or less powerful depending on how many power points you use. So, a magician casts a Fireball. At level 6, his fireball will deal 6d6 damage, and at level 15, his fireball will deal 15d6 damage, but in either case, it's coming out of a third-level slot. A psychic manifests Energy Burst. He can use one five powerpoints, in which case it will deal 5d6 damage. If he's a high enough level, he could use ten power points, in which case it will deal 10d6 damage. He can even spend 20 power points on it, eventually, in which case it will deal 20d20 damage. In this way, a first-level power at level 20 can still be really effective, but only if you sink enough of your resources into it. Similarly, a third level power can be cheap and weak at the same level, if you spend the minimum number of points on it.

Psychics are not encumbered by ASF. They do not have spell components. They are still affected by most of the same foils that a magician is: Their powers attract Attacks of Opportunity, and if you hit a psychic while he's manifesting, he has to make a Concentration check. However, psychics do not have to eat spiders, point at people, or have pockets full of gems and silver dust in order to use their effects. Some character concepts go better with that, and some are better off as wizards. Psychics can also wear armor; this isn't spectacular, because Divine Casters, Bards, Spellswords, and wizards with the Twilight enchantment can already do that, but now you don't have to overcome an arbitrary limitation; you just have to gain proficiency. Psionics uses this martial affinity in the Psychic Warrior base class, which is a warrior with 3/4 BAB and fewer bonus feats than a fighter who uses psychic buffs to make himself better. He's considered by many to be one of the more balanced base classes.

Flavor-wise, people say that psychics focus on the mind. This isn't entirely true, because they still have plenty of blasting effects, teleportation, and creation effects. Personally, I say that psychics are best described as casters who create affects instead of effects. A Wizard creates ice; a Psion makes something cold. There are lots of holes in this interpretation, but I think it works well. Psionics also has a crystal fetish, for some reason, so lots of psionic things are made of crystal. Psions make crystals in some of their conjuration-like effects. Psychic Warriors use crystal weapons. Psionic monsters are often made of crystal. There's also a smaller association with the Astral Plane, from whence Ectoplasm comes.
InkBlot

03-29-08, 12:41 PM
A psychic manifests Energy Burst. He can use one five powerpoints, in which case it will deal 5d6 damage. If he's a high enough level, he could use ten power points, in which case it will deal 10d6 damage. He can even spend 20 power points on it, eventually, in which case it will deal 20d20 damage. In this way, a first-level power at level 20 can still be really effective, but only if you sink enough of your resources into it. Similarly, a third level power can be cheap and weak at the same level, if you spend the minimum number of points on it.
To put it more plainly; a character manifesting a psionic power can't spend more power points than their manifester level. A 5th level psion can only spend up to 5 power points. An 11th level psion can only spend up to 11 power points.

Some powers scale, or "augment," depending on how many power points you put into them. A common augment is "+1d6 damage per power point," which you'll find on most powers with a name like "energy ____." Other common augments include a raised save DC, a lowered action cost (like Quicken Spell), an increased duration, or simply an expanded effect.

In some cases, an augmented power mimics a higher level spell. For instance, psionic charm is the equivalent of charm person, charm monster, mass charm person, and mass charm monster, but only if you're high enough level to pay the higher power point cost for those augments. Psions make up for this versatility in the extremely low number of powers they know. A Wizard can eventually know all the spells, and always knows at least 40 (not counting cantrips). A Psion only ever knows 34 powers. Even Sorcerers know more.

Personally, I say that psychics are best described as casters who create affects instead of effects. A Wizard creates ice; a Psion makes something cold.
That's a very good way of describing it. It's also one of the things I like most about psionics. The categorization of powers into disciplines makes a lot more sense than spell schools. Powers are organized by how they do something, not what they do. They also stick to their themes more rigorously.

Telepathy accomplishes things via direct manipulation of minds, emotions, and thoughts.

Clairsentience accomplishes things by giving people glimpses of far away places and times, or some other special knowledge.

Psychokinesis accomplishes things by direct manipulation of fundamental energies.

Psychometabolism accomplishes things by direct manipulation of living things and life forces.

Psychoportation accomplishes things by manipulating speed and distance.

Metacreativity accomplishes things by direct manipulation of ectoplasm and other matter.

There are lots of holes in this interpretation, but I think it works well. Psionics also has a crystal fetish, for some reason, so lots of psionic things are made of crystal. Psions make crystals in some of their conjuration-like effects. Psychic Warriors use crystal weapons. Psionic monsters are often made of crystal. There's also a smaller association with the Astral Plane, from whence Ectoplasm comes.

It's pretty easy to avoid the crystal association. Simply don't take the handful of metacreativity powers which create crystals (there's about four of them). Don't take the Psicrystal Affinity feat. Don't buy a crystal weapon. Not having crystals won't keep you from being a great psion.

However, it's nigh-impossible to avoid the connection with the astral plane. Metacreativity (creation) powers draw material from the astral plane. Any power with a material display does as well. Psychoportation (teleportation) powers transit you through the astral plane. Several clairsentience and telepathy powers pull knowledge from the astral plane. The astral plane is the plane of the mind. All thoughts end up there eventually. Ectoplasm is solidified thought -- thoughts made real -- which is why it's so versatile, and why it comes from the astral plane.

You can blame the crystal fetish on Edgar Cayce. He was a psychic* from the early 1900's who became famous for his claims of visions of atlantis. Cayce's atlantis used psionic crystal technology for everything from giant death-rays to curing fatal illnesses. The idea of psychic crystals caught on big with the then-booming occult subculture, and here we are today.

If you're wondering what's up with astral constructs, or metacreativity in general, google "tulpa." It's a very old concept.

*He claimed he was psychic. I don't believe he was. On the whole, I'm a skeptic.
cacheek

03-29-08, 04:57 PM
So, can I just use Complete Psionic or do I need XPH too?
Ecalsneerg

03-29-08, 05:03 PM
So, can I just use Complete Psionic or do I need XPH too?

It's the other way round. You need XPH to use Complete Psionic.

I wouldn't recommend CPsi though, it's truly terrible.
Novabomb

03-29-08, 05:11 PM
Note: XPH is part of the SRD
Bacris

03-29-08, 05:20 PM
So, can I just use Complete Psionic or do I need XPH too?

From the FAQ I linked...

Q: I'm interested in getting into psionics. Which books do I need?
A: Beyond the books you probably already have, just the Expanded Psionics Handbook (http://wizards.com/default.asp?x=products/dndacc/966660000), if that.
Psionics are also free for everyone in the System Reference Document (http://www.wizards.com/default.asp?x=d20/article/srd35) (see above), albiet stripped of any flavor text, art, and Wizards of the Coast intellectual property. More information on the SRD follows.


Seriously, the FAQ was written for JUST your sort of questions. I'd strongly recommend giving it at least a cursory glance.
calronmoonflower

03-29-08, 08:21 PM
Psionics is the power of the mind given form.

Incorporating it into a campaign should only be as hard as you make it. From an outside viewpoint most bystanders shouldn't be able to tell a power from a spell without knowledge of both. Heck check a thesaurus and you will find that psychic can be used in the place of magical.

The hardest part would likely getting the rules correct, see the FAQ and MYTH threads at the top of the page.