Find great deals for Ad&d 2nd Edition The Complete Psionics Handbook Phbr5. Shop with confidence on eBay!. This time it’s The Complete Psionics Handbook, or PHBR5. Appendix 1 of the AD&D Player’s Handbook is devoted to psionics(As fits this. Complete Psionics Handbook by homeless poster most people’s AD&D settings, so I’m hoping that covering this material won’t be a complete waste of time for.
|Published (Last):||20 June 2006|
|PDF File Size:||17.47 Mb|
|ePub File Size:||19.34 Mb|
|Price:||Free* [*Free Regsitration Required]|
Goodreads helps you keep track of books you want to read. Want to Read saving…. Want to Read Currently Reading Read. Refresh and try again. Open Preview See a Problem? Thanks for telling us about the problem. Return to Book Page. Are you ready for the mind-blowing potential of the psyche? This handbook describes over paranormal powers—telepathy, ESP, clairvoyance, psychokinesis, biofeedback, out-of-body travel—plus many amazing talents never before revealed.
Now you c Are you ready for the mind-blowing potential of the psyche? Now you can really put mind over matter with The Complete Psionics Handbook. Paperbackpages. The Complete Psionics Handbook: To see what your friends thought of this book, please sign up. To ask other readers questions about The Complete Psionics Handbookplease sign up. Be the first to ask a question about The Complete Psionics Handbook. Lists with This Book.
This book is not yet featured on Listopia.
Jan 26, Brian rated it liked it Shelves: In the original Players Handbookpsionics was a tacked-on system in the appendices whose primary purpose was mostly to be ignored thw prospective GMs, either because it seemed ridiculous or because it made no sense, or to be handbok in games and then cause all kinds of problems.
Whether characters had them was all based on random dice rolls and psionics didn’t really interact well with magic or the rest of the game. Not to mention that psionic combat took forever, since it happened 10x faster than In the original Players Handbookpsionics was a tacked-on handboook in the appendices whose primary purpose was mostly to be ignored by prospective GMs, either because it seemed ridiculous or because it made no sense, or to be used in games and then af&d all kinds of problems.
Not to mention that psionic combat took forever, since it happened 10x faster than physical combat and thus took up the majority of time at the table if it ever happened.
The Complete Psionics Handbook is ostensibly an attempt to solve compoete these problems. It makes the psionicist a class, so that people who want to focus on psychic powers can do so, while still including a Wild Talent system for the people who want to use the old random system of assigning powers.
It has sections focusing on how psionics and magic interact, so that you can figure out what happens if a wizard casts free action and a psionicist tries to throw him using telekinesis, or a psionicist uses mind blank and the wizard casts ESP on them. Furthermore, while psionicists don’t actually get that many powers at level 20, out handbookk a list of over the point-based resource system and lack of handnook components and complicated gestures needed for their powers means they have more on-the-spot flexibility than wizards do, though wizards have the advantage if given time to prepare.
2E 2nd Edition AD&D Complete Psionic Handbook Animal Affinity
I’m not sure The Complete Psionics Handbook objectively deserves three stars, but I had to give it at least one extra one because it does something that’s pretty difficult to do in kitchen-sink fantasy–it makes psychic powers feel different from magic. They even managed to have a pretty extensive power list doing it, with all the classic psychic standbys like telepathy or telekinesis or prophetic dreams or seeing spirits, but also stuff like being able to hear light, so you can still see if you have a blindfold on, or absorb disease, to take other’s sicknesses into yourself and then hopefully cure them, or all-around vision, to compoete in add direction simultaneously.
Now hanvbook problems, of which there are many. First–every time you try to provide a scientific basis for why psychic powers work, G-d kills a kitten. Don’t tell me that Molecular Agitation heats things up by exciting their molecules or Molecular Rearrangement turns lead into gold by changing metal’s molecular structure in a world where owlbears exist and wizards shoot fire from their hands especially since lead and gold are both atoms This is especially bad when several of the powers might as well be magic.
Body Weaponry lets the psionicist transform one of their limbs into a weapon, and it specifically says that the arm so changed actually turns into wood or metal. Metamorphosis says the psionicist can change into anything with the teh general mass, including a table or a rock.
Share Strength can give strength points to someone else. The psionicist loses them for its duration, and then if the target dies, the strength is lost forever. What exactly is being shared here? Trying to pseudoscientifically justify psionics just makes it harder psiojics willingly suspend disbelief, handbooj easier.
Second, as several of the other reviews point out, psionics aren’t balanced at all. With the Wild Talents system, it’s perfectly possibly to roll a starting character who can disintegrate people once per day, or mind control an entire group of enemies, or summon a demon anywhere within yards, or turn themselves into nearly anything. It’s not particularly likely, true, but a balanced system shouldn’t rely on “meh, it’ll probably never happen” to maintain itself.
What’s more, the designers apparently decided that the disadvantage for psionicists’ flexibility is a random chance for everything to go spectacularly wrong. Any time they roll to use their powers, if they roll a 20, the power flips out in the worst fashion. Disintegrate works on the user. Lend Health hurts the psionicist as much as the target is currently hurt.
Chemical Simulation turns sweat into acid and melts all the user’s gear. Clairaudience deafens the user for 1d12 hours. It’d be like if every spell a wizard cast had a chance to affect themselves. The monsters at the end are also poorly integrated. Several of them are gotcha monsters, like the brain mole –good luck finding something that’s anywhere within 30 yards and a foot underground while it mind blasts you–or the thought eaterand others are just bizarre, like the baku.
Really, it all feels kind of tacked on. Outside Dark Sun, though, I’m not sure I’d use this book at all. It’s a lot of wonky oddness for not that much benefit. Nov 26, Tetra rated it liked it. While fun to play because of the lack of resources and money the psionic requires, this is often a problem area for DMs. The setting would have to cater to psionics along with magic in the sense that if it didn’t, adversaries that were magic resistant would be more vulnerable, and the psionicist would often operate outside the grid of the intended campaign.
Many other comments mention Dark Sun, and indeed this setting is great for psionics since it’s integrated completely with the material. It re While fun to play because of the lack of resources and money the psionic requires, this is often a problem area for DMs.
It really doesn’t work with more traditional settings like Ravenloft or Forgotten Realms.
Ad&d 2nd Edition The Complete Psionics Handbook 2117 Phbr5
The psionic monsters at the back are nothing more than a freebie. At the same time this book came out, the Monster Compendium series of haphazard binder creatures was also in print. For those who don’t know, these M. Some of these binder sheets contained psionic monsters which are repeated here.
The binder idea would have been a good one had they started logging monsters this way, and this is why the psionic monsters at the back of The Psionics Handbook are a flop The psionic creatures were meant to be a DM’s weapon to balance a campaign with antagonists for the psionic, but they did a poor job since any encounter would pit the psionic against the creature, without too much involvement from the rest of the players.
They would really ‘live outside’ the campaign in any non-Dark Sun setting. Still a good read and it has a nice sci-fi psi-fi? Mar 29, Derek rated it did not like it Recommends it for: While there were some interesting ideas presented and I admit a bias, I don’t think psionics really belong in fantasy rping the execution was just poor.
I commend them for not making it ‘just another magic’ but most powers were on the border of usesless, the psionic combat system is needlessly complicated and the wild talent rules allowed for too much abuse.
Aug 21, J. Keely rated it it was ok Shelves: As has been noted, quotes are needed around the word ‘complete’. It was always lovely to create one of these in play and then show how unbalanced power creep can be a fun way to send a campaign wildly off course.
Jul 22, Chad rated it it was ok Shelves: I only purchased this after buying the Dark Sun campaign setting.
I was never really into the whole psionics thing. Probably the least used book of all my rpg books.
May 31, Nika rated it it was amazing Shelves: It was always fun to play these characters. Apr 20, Abraham Ray rated it it was amazing Shelves: Feb 22, Francisco Becerra rated it really liked it Shelves: A must for Dark Sun games, a nice option for other settings.
Not very profound, but engaging. Ash rated it did not like it Sep 06, Kirby Flake rated it it was amazing Oct 07, Maurizio rated it liked it Sep 18, Matthew Cowing rated it it was amazing Feb 02, Prince Fiver rated it liked it Dec 22, Roberta rated it liked it Oct 11, Dowie rated it did not like it Aug 07, Troy Gorda rated it it was ok Mar 11, Jeffrey rated it really liked it May 30, Adam rated it it was ok Jun 05, Wolfrngr rated it did not like it Oct 29, Daniel rated it it was amazing Aug 30, Atournier rated it really liked it Jan 08, Scott rated it really liked it Sep 24,