Most Helpful Customer Reviews
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8 of 8 people found the following review helpful:
4.0 out of 5 stars
An indispensible aid to all DMs and players alike, 13 Mar 2001
By A Customer
The new Psionics handbook details many of the older rules that experienced gamers may recall. It has streamlined these rules and specified many new parameters that have comlicated matters in the past. In general, the use of Powers and Power Points are simpler and easier to manage, whereas the diversity of Disciplines has increased (although, not to the point of making them clumsy). Even though much of the information from the Player's Handbook has been repeated, this enables it to stand alone as a single rulebook. Overall, this book provides a healthy insight to the role-playing aspects of Psions and Psychic Warriors with a comfortable amount of easy to understand rules.
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6 of 6 people found the following review helpful:
5.0 out of 5 stars
Mmmmmm.....brains, 8 April 2003
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
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12 of 13 people found the following review helpful:
5.0 out of 5 stars
Psionics for Dummies, 8 Jul 2001
By A Customer
As a seasoned AD&D Psionicist I can honestly say I loved the new rules. The old ones where clumsy and badly balanced. My GM had to put monstors that where too high a level up against us because my charector was too powerful for her level, now it is farer for all in the campaign. The rules are based around the priest/wizard system. The art work is fantastic & everything is explained quite clearerly. I'm terrible at making up charectors on my own (without a computer generator) but I managed with these rules. Anyone wanting to use psionics in AD&D should switch to version 3 and use these rules
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