The Complete Psionics Handbook: Player's Handbook Rules Supplement, Dungeons & Dragons (2nd Edition) free download online

Title: The Complete Psionics Handbook: Player's Handbook Rules Supplement, Dungeons & Dragons (2nd Edition)
Author(s): Steve Winter
Pages: 128
Publisher: TSR
Publication date: 1991
Language: English
Format: PDF
ISBN-10: 1560760540
ISBN-13:
Description: The Complete Psionics Handbook: Player's Handbook Rules Supplement, Dungeons & Dragons (2nd Edition) By Steve Winter * Publisher: TSR * Number Of Pages: 128 * Publication Date: 1991-02-20 * ISBN-10 / ASIN: 1560760540 * ISBN-13 / EAN: 9781560760542 * Binding: Paperback Summary: Stop whining about it being "to powerful" or comparing psionics to wizards Rating: 5 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 way to much, if youd like to comment good or bad, go nuts

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