Ah, psionics and D&D. Has any subsystem had a more troubled history, across all editions? In 1st, it was a badly implemented afterthought that easily became a munchkin's paradise. In 2nd it was maginally better, but still with the dangers of munchkinism. Worse, it wasn't part of the core rules, and used systems that bore no resemblance to the rest of the game. In 3rd edition, the problems with the system were dealt with, and the munchkinism disappeared. Alas, so did all the fun - 3rd edition psioncs was horribly weak, and linked to a psionic combat system that was either impossibly wasteful or immensely destructive, depending almost entirely on the luck of a single roll or two.
Now, we get to the 3.5 revision. In general, I felt this was a big step forward, but it did increase the power level overall. Therefore psionics, although theoretically still compatible, became even more underpowered. Step in Bruce Cordell, the guy who wrote the 3rd edition psionics rules and (in my opinion) Wizards' best serving designer.
The Expanded Psionics Handbook is a 222-page full colour hardback. There are eight chapters and an appendix. Before I get to describing the chapters, though, let me say one thing in general: this book is dull. This is not a book to read for fun, or as an ideas factory. Its only utility is for adding psionics for a game, and I'm going to review it based solely on that criterion. If you have no interest in a psionics system, stay away.
Chapter 1 covers psionic races. This was something of a surprise, as I didn't expect anything like this. However, in hindsight, I think it was almost a good idea. There are several familiar races here, such as the Githyanki, the Thri-kreen, and so forth, and a couple of new races. The reason I say 'almost' a good idea is that the races we've seen before are all either taken from the Dark Sun setting (and of limited use elsewhere), or have a Level Adjustment (and so are of limited use in general), or are new. There's nothing really wrong with the new races, except that they are new. I've posted on this before - we know what an elf is, but do we really know what a dromite is?
Chapter 2 describes the psionic classes. There are four: psion (psionic wizard), psychic warrior (psionic paladin, but without the code of conduct), soulknife (sort of a psionic rogue, although they have an ability that is essentially a lightsaber) and wilder (psionic sorcerer). I like these classes. The soulknife has a problem with the BAB progression, which Wizards say is intentional, but that's easy fixed. Otherwise, they're solid.
Chapter 3 discusses skills and feats. The skills are few in number (a new knowledge - psionics -, a new use for Concentration, and three new skills). The only oddity is that Autohypnosis remains a skill in its own right. I think I would have preferred it to become part of Concentration.
The feats are also fine, covering all the required bases. Oddly, there are a few feats that aren't anything to do with psionics (Improved Manyshot, for instance). These feats don't use psionics, don't improve psionics, don't have psionics as prerequisites, and aren't prerequisites for psionic feats. It's just odd.
Chapter 4 provides the actual rules for psionics. Manifesting powers, learning powers, psi-like abilities, power resistance, and so on, are all covered here. There is a discussion about adding psionics to an existing campaign (which I won't ever use - I'll either run a psionic game or a non-psionic game. Still, it's good to have). The rules here aren't exciting, but they are absolutely rock-solid. This is a good, good chapter.
It should be noted that psionic combat is gone. The old attack/defence modes have become powers in their own right, doing similar things to the old versions, but they don't have their own systems now, which is good.
Chapter 5 describes the powers themselves. This chapter is some 65 pages long. Again, really dull, but again absolutely solid. Nice. Worth noting is that most of the powers now have augmentations available - you pay extra power points for more damage, or better effects, or quicker manifestation. Another of the great weaknesses of the old psionics book is thus gone.
Chapter 6 describes 9 prestige classes. Some of these are the usual tosh. We have to have the "multiclass psion" classes, like the fighter/psion, the wizard/psion, and so on. It remains a huge weakness in the d20 system in general that multiclass spellcasters suck, and the same is true of psionic characters (although you can multiclass psion, psychic warrior and wilder without too much pain, which is good). We have a psionic Mystic Theurge, called the Cerebremancer.
The remaining classes are quite good. We have the Illithid Slayer, the Pyrokineticist, and the Fist of Zuoken, all of which are quite fun. I don't like prestige classes. I didn't like this chapter. However, the rules are handled just fine.
Chapter 7 deals with Psionic Items. These are basically the same as magical items. So, no need to say more there.
Chapter 8 provides new monsters, and psionic versions of some classics. These are okay, but not perfect.
The appendix gives a new Clerical domain (Mind), a couple of new spells, and a couple of new deities. This is very short, but just enough to help adding psionics to a game.
This book is dull. It's a tough read, and not a lot of fun. However, the rules are absolutely solid. If you like psionics, then this book is the essential guide for D&D. It fixes all the problems with the 3rd edition version, and hits just the right balance. Of course, if you don't like psionics, this book is useless.
The only other thing that I think is noteworthy - much of this book is now online at the Wizards of the Coast site. The new psionics stuff is now in the SRD. So, you can always try before you buy.
Archived comment by Andrew:
ReplyDeleteI've always despised the psionics in D&D due to various reasons (mainly concerning munchkins) but it appears they have fixed a lot of the stuff for 3.5. It'll be interesting to see how this works out.