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Paperback Dungeons and Dragons: Advanced Dungeons and Dragons: Phbr5, Complete Psionics Handbook Book

ISBN: 1560760540

ISBN13: 9781560760542

Dungeons and Dragons: Advanced Dungeons and Dragons: Phbr5, Complete Psionics Handbook

(Part of the Advanced Dungeons & Dragons 2nd Edition Series and Player's Handbook Rules Supplement Series)

Are you ready for the mind-blowing potential of the psyche? This handbook describes over 150 paranormal powers - telepathy, ESP, clairvoyance, psychokinesis, biofeedback, out-of-body travel - plus... This description may be from another edition of this product.

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Customer Reviews

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The book arrived on time, and the condition of it was even higher than I had expected. Excellent service. Thanks very much. : )

Stop whining about it being "to powerful" or comparing psionics to wizards

Ok ill jump straight to it. Psionics using second edition rules (which is the correct way since third edition makes them nothing more then weak sorcerers) are not unbalbalancing in any way because of one very important aspect. All psionics have to be LAWFUL. That simple. They are not going to read random peoples thoughts, teleport into random rooms to steal, dominate or mind control anyone "just because". They need a good reason to do what they are doing, if they dont have a good reason then they are becoming chaotic and will loose access to their abilitys. A chaotic person doesnt have the discipline to do what a psion does. In Greyhawk, Forgotten Realms, Ebberron, amd most campagins, magic is a invicable force that affects all things in a invisable weave (kinda like the Force in Star Wars) in Dragonlance they come from the moons, and in Dark Sun they come from living plants and animals, that is how mages get there power. A psionic gets his power soley from his mind, he can do just fine in a magic dead zone. Finally psionics are not overpowered because i gurante they will not make all there power score checks when they need to, and they better have some allies there to help them. Also psionics in 2nd edition rules only have one power that can affect a group of enemys (called death field pshcyometabolics) and that comes with a great cost to the psion. All other powers are individual only, so really a 3rd level psionic has a better chance of beating a ogre then three goblins. If you have looked at second edition youll see that the powers listed are unique in the way they work, with maitnance cost and power scores needed. Third edition psionics are just a different (wearker) type of sorcerer. Power may come from the mind but it does the exact same stuff. I run 3.5 edition campaign but use 2nd edition psionics. basically you use the chart giving in the 3.5 psionic handbook for skill points, feats, save throw, etc. but for the powers you use the 2nd edition handbook. To calculate a saving throw for a target I use this formula. 1d20 + penalty to power check + main stat modifier = will power save DC. For example John the telepath is going to use psionic blast on a ogre. John has a wisdom of 18. Psionic blast is Wis -6. First he uses contact, since this power cant hurt the ogre i dont allow a saving throw (you may if you like but thats up to you) then the next round he rolls a d20. (wis of 18 - 6 = 12) he needs a 12 or lower to even activate the power. If he rolls higher then a 12 then the power doesnt even attempt to work, if he rolls lower then the power works. Assuming it works lets see if it hurts the ogre, he gets a Will save to ignore it. Save DC is 1d20 + 6 (the penalty to the power score) + 4 (wis mod). If you wanted you could just say that the d20 roll is allways a 10 (like magic works) but i find that using a random roll on every save makes psioncs feel different to. I have more to add but I think ive written

The Handbook of Psionics is the definitive source.

The Complete Psionics Handbook is, in and of itself, one of the most important, useful, and helpful supplements ever to be released on the market. In its pages, it not only outlines the system for Psionics use in AD & D, but contains more powers and uses a better system than that outlined in the Player's Option: Skills and Powers supplement. In addition, the Complete Psionics Handbook presents this information in an easy-to-understand format. It also includes a small collection of psionic-savvy creatures, which, as a DM, I found highly interesting. Included also is a section devoted to tips on introducing psionics into various campaign settings, a section which I found most helpful. I close in saying that this handbook is an interesting addition to any AD & D library and is an invaluable tool, to both DMs and players alike.

Magic is a waste of time compared to psionics!

Every fantasy RPG out there and half of the modern ones have magic in them, foks it's grown cliche. Psionics is a more believable system with better written and more down to earth powers. I won't play in a game that doesn't have psionics in it, nor will I run without it. This handbook is a great place to start if you haven't used psionics in your game yet, or if you're a player wanting to make your first psionic character. It's also worth noting that this is the only in print publication (that I know of) that has a concentration of psionic powers. A must have for anyone who wants to use psionics.

If you don't own it, you're not really playing the game

The Complete Psionics adds to the game the Psionic class. That's about it, but what a step! It gives all necessary rules for playing a psionicist (which is just as fun a class as any), and allows for expansion, customization, and playability. The only problem: there are no kits. A very, very small price to pay for a vast enrichment in the game. As a GM and player, I've found psionics put a certain something into the game that I've felt has been missing. To not have it would be like playing without another basic class usually available like fighter, thief, cleric/priest, or mage. If you're wondering which Complete Handbook to buy, this is the one. If ever they put out a v3.0 Players, this has got to be a part of it.
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