Oh yes!
Psionics were always one of those things in earlier editions of D&D, which failed to gel with everything else. In the first edition, they were a badly explained appendix at the back of the Players Handbook, and in second edition, they were a stupendously overbalanced option (which I used, because I love psionics).
Now, in third edition, THEY HAVE GOT IT RIGHT!
The Psionics Handbook is an absolute treasure for player and DM alike. It's well thought out, imaginatively presented, and just plain good all the way through.
We have two main character classes this time round, the Psion (a new incarnation of the second edition Psionicist, who is physically weak, but who has access to all the good psionic powers), and the Psychic Warrior (a fighter type with some lovely, combat orientated psionics thrown in). These classes are balanced, cool looking, and best of all, fun to play!
Psionic powers now have levels like spells, (adding the game balance missing from earlier editions), and the revised psionic combat system is simplicity it's self. The scope and variety of powers is dazzling, and even a high-level character is going to have a good choice of powers to choose from.
Psionic prestige classes further expand your characters options - again showing great imagination (psionic assassins? Specialist Illithid hunters? oh yes), and there are a whole load of new psionic items lurking in the book to keep them well equipped.
Pages of psionic feats lavish more powers and abilities on your character, and there are even a few new skills to use.
And then we come to my favourite part - the monsters.
All the old favourites (Intellect Devourer's, Brain Moles, Thought Eaters) are here, as are some new nasties (Udoroots and Blue Goblins to name but two).Lovely!
If you've always shied away from psionics before, this is the book to change your mind - elegant, well presented and easy to use.
I am one happy bunny thanks to this one ;P