![]() ![]() ![]() At super high levels, a psion can break the game in all sorts of ways, but so can a wizard, cleric, druid, archivist or artificer. If you do keep the manifester-level-as-limit-on-spending-PPs rule in mind, psions and the like are generally more balanced than wizards or clerics. Sot he GM calls it all broken, not realizing that the system works fine if you keep that most important rule in mind. Then the player blows all their power points augmenting a single use of a power and annihilates a combat. The standard introduction to 3.5 psionics goes like this: GM fails to read the most important rule in the XPH ("You can't spend more power points than your Manifester Level"). If you're worried about it, make psi a kind of magic that is blocked by anti-magic fields and spell resistance and the like. Others will declare that they are in no way related, so that you can use psionics on a golem without problem. Some campaign will run the two as basically identical, so that spell resistance and the like applies. There's a sidebar in the XPH somewhere explaining that the relationship between magic and psionics is up to the GM and players. Has anyone here found particular success or failure in 3.5 psionics? How do you DMs present challenges for a party psion? How do psions compare to mages in terms of power level? Anything particularly clunky or broken I should know about?Īlternatively, has anyone found an easy way to replace psionics with magic but retain Sarlona's unique flavor?ģ.5 psionics is the first time D&D had a decent system for psychic whatnot in thirty odd years. Leafing through the Expanded Psionics Handbook, I've seen that it's much more fleshed-out this time around, but spotted nothing to indicate a better integration with magic. Today I'm on the cusp of a new 3.5 Eberron campaign and, having recently picked up a copy of the extremely flavorful Secrets of Sarlona, am interested in giving these mind powers another try. Since then, I've ruled out psionics in my games. The whole system seemed jury-rigged onto mainstream D&D. Psionics are on a whole different level, thus incompatible with spell resistance, counterspells, antimagic, and the hundreds of monsters and classes that give saving throw bonuses vs. I appreciated his interest in making his character more unique, but his abilities seemed random and didn't mesh well with the magical world he operated in. Some 6 years ago, I had a lousy experience DMing a 3.0 game in which one of my players was a psion under the original Psionics Handbook.
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