Last week I went over the various Psionic systems that have appeared in print or digital for the D&D game. This week I want to look at the classes.
One thing that you first discover that psionics were always something that was added on to the game later. Often there are powers, but no classes to speak of really. This is certainly true for AD&D1st ed and OD&D. Interestingly enough (compared to my discussion last week) that in Eldritch Wizardry it is stated rather plainly that Monks (and Druids) can not be psychic.
1991 was a good year for psionics. We saw the release of the official Complete Psionics Handbook from TSR for 2nd ed and the unofficial Psionics from Mayfair Games Role Aids line.
Both books changed psionics from it's added on system and made something that seemed to fit into the game a little better. They sacrificed a little of what made the psionics system so alien and different for playability.
The Complete Psionics Handbook introduces the Psionist class. This class has access to all the powers in the book. Psionic powers are divided into six groups with major powers, called sciences, and minor powers, called devotions. Just like AD&D1, but now they are sorted and there are more powers. The attack and defense powers, for example, are now part of Telepathy. The system works well and while the psionists has less overall powers than say a wizard has spells the psionist is not limited to how many times they can use their powers, save by PSPs.
Mayfair's Psionics takes a slightly different approach. In this there is a Psionist class with five different traditions or schools of psionics, Sonimancers, Telepaths, Telekineticists, Pyromancers, and Empaths. So...every Stephen King psychic ever. The psionist usually stays in that tradition. Powers are categorized by school and then divided by power level, similar to spell level. There are six levels of powers. Largely it plays the same as the TSR book, but this one feels more like a spell system. Getting these two books to work together would be a feat to be honest. There are so many differences between the levels of the powers, the assumptions of the psionist class and even the PSP vs MP power point costs. Best to choose one system and adapt the other as needed.
I want to give brief mention to the Deryni in Mayfair's Witch book. While presented as a witch class the are obviously better suited for Psionic use. Converting them to Mayfair's psionic system would be easier than converting TSR Psionic to Mayfair's.
3e and the OGL comes around and we get a ton of new psionics options including three new classes (and a spell like system). This in turn gives birth to Pathfinder and the OSR. One of the first 3rd party books to support psionics was The Quintessential Psychic Warrior from Mongoose. But like most of Mongoose's products from this time it's not very good.
Pretty much everything for 3.x era psionics can be found in the d20 SRD. Pathfinder, as a system, had not used psionics or psychic powers till this year with the release of the Occult Adventures book. I am still going throuhg my copy from Gen Con. Other companies though built off of the SRD and came up with their own books.
Ultimate Psionics is by far the largest at 450+ pages. This takes the three basic psionic classes from the SRD and expands it to 10 (7 new). Not to mention pages and pages of powers. I am hard pressed to think of a more complete book.
But sometimes you don't want a 500 page tome. Sometimes you just want a couple of pages. Well if the OSR is about nothing else it is about "less is more". These books are designed for your old school games and are much smaller.
If you are playing Castles & Crusades then the Mentalist class from Amazing Adventures! would port over with hardly an issue at all. In fact I have done it before and it works so good that Troll Lords should really consider doing it offically.
White Box Options: Psychic Talents [Swords & Wizardry]
At 10 pages this book really exemplifies what people love about S&W. Quick and easy rules that slot in nicely with the game they are playing. This is more of a psychic wild talent add on. Feels similar to the wild talent powers in AD&D1 or even OD&D. Random table of powers and descriptions of all the powers. Not a bad deal for just under 2 bucks.
Old-School Psionics
Designed to be a new psionics system for OSRIC this book introduces the Mentalist class. Powers are divided out among disciplines going to 7th level. Powers are treated mostly like spells, but that works well for adding into OSRIC. Also some psionic monsters are detailed including my favorite (and worth the price of the book) the Doppleganger as a proper psionic monster. 22 pages including cover and OGL. Very nicely done.
OSRIC Psionic Combat
This book has a lot of charm. A quick look at the author, artist and contributors leads me to believe this was something a whole family put together and then played. I can relate and honestly the book gets an extra star just for that. The books covers a very simple psionic combat system and a psionist class. Nothing more really. But that is all it set out to do, so great. I might not play as written, but the detail here is great and would convert nicely to any of the other systems I have used.
Crypts & Creatures Psionics Handbook
At 12 pages for 50 cents this looks like a deal. But what we have here is a stripped down version of the psionic classes from the d20 SRD for the OSR crowd. I would have liked to see some more to be honest. There are classes and powers listed, but not really detailed. Now for someone this will be just perfect, but most people I think will want some more.
Psionics
This book is designed for the White Star game.Though it can be ported over to Swords & Wizardry with no issues. The psionist is introduced and powers are detailed. The psionist chooses a focus power area and sticks with that in the game. A nice, simple system with some useful powers. 11 pages with cover and OGL.
There is a psionic system in Realms of Crawling Chaos as well, but I well detail that one on a later date.
And of course the Basic Psionics Handbook.
So if you love psionics and psionic classes there are plenty of choices out there.
Wednesday, November 11, 2015
Tuesday, November 10, 2015
Oh! What a Lovely War
Picked up a new book from Troll Lords over the weekend to add to my Castles & Crusades collections. The Book of Familiars is a great book and one I have reviewed in the past.
Makes me wish I had a regular C&C game going. I added it to a bunch of my other "witch" themed books.
Collecting all my books, games and adventures for the War of the Witch Queens and I am working out a time and a place to set it. With the release of Dark Albion it occurs to me again that Medieval England would be the best place to start. I was digging through some of the material I had written for the WitchCraft RPG many years ago under the project title "WitchCraft: The Burning Times" and found just a treasure trove of notes and ideas. But mostly it was essential in putting down a good time for all this.
I am going to opt for the early 17th Century. While I certainly would have loved to have had Queen Elizabeth in the mix, King James is a better choice.
King James, 1567 - 1625
Gunpowder Plot, 1605
Death of John Dee, 1608 (though I could also stick in Ella Dee)
Pendle witches, 1612
and for reference, Salem, MA Witch Trails, 1693
Though with the inclusion of Baba Yaga and Lamia (Keats and Waterhouse can't be wrong) I will have to expand it to the rest of the world.
It is looking more and more like I am going to have to go with Castles & Crusades for War of the Witch Queens and not Astonishing Swordsmen & Sorcerers of Hyperborea like I originally wanted.
Makes me wish I had a regular C&C game going. I added it to a bunch of my other "witch" themed books.
Collecting all my books, games and adventures for the War of the Witch Queens and I am working out a time and a place to set it. With the release of Dark Albion it occurs to me again that Medieval England would be the best place to start. I was digging through some of the material I had written for the WitchCraft RPG many years ago under the project title "WitchCraft: The Burning Times" and found just a treasure trove of notes and ideas. But mostly it was essential in putting down a good time for all this.
I am going to opt for the early 17th Century. While I certainly would have loved to have had Queen Elizabeth in the mix, King James is a better choice.
King James, 1567 - 1625
Gunpowder Plot, 1605
Death of John Dee, 1608 (though I could also stick in Ella Dee)
Pendle witches, 1612
and for reference, Salem, MA Witch Trails, 1693
Though with the inclusion of Baba Yaga and Lamia (Keats and Waterhouse can't be wrong) I will have to expand it to the rest of the world.
It is looking more and more like I am going to have to go with Castles & Crusades for War of the Witch Queens and not Astonishing Swordsmen & Sorcerers of Hyperborea like I originally wanted.
Monday, November 9, 2015
Attack on the Slave Lords!
While searching for a ship that will take them home the Order of the Platinum Dragon discovers that there has been an increase in the slaving activity to the north. They decided to put a stop to it.
The first half of A1 went very well. The characters discovered a lone cart from a caravan with slaves. A few well-placed sleep spells and a few more well-placed arrows and the slavers were dealt with and the slaves freed. An illusion later the party, with a couple of freed slaves looking for revenge manage to get into the north entrance. So now they have an orc helping them.
Things went rather well so far. The cleaned up much of the upper temple and have now dealt with the apis and the giant ants.
I did replace the orcs and half-orcs with gnolls and gnoles, respectively from the Hercynian Grimoire #1. Replacing Gruumsh with Yeenoghu was an easy swap. It also allowed me to play up the whole "demon" aspect since Gruumsh is considered a god and not a demon.
The high priestess in the chapel on the first level was also turned into a were-hyena witch.
Can't wait to see what the next session brings me!
The first half of A1 went very well. The characters discovered a lone cart from a caravan with slaves. A few well-placed sleep spells and a few more well-placed arrows and the slavers were dealt with and the slaves freed. An illusion later the party, with a couple of freed slaves looking for revenge manage to get into the north entrance. So now they have an orc helping them.
Things went rather well so far. The cleaned up much of the upper temple and have now dealt with the apis and the giant ants.
I did replace the orcs and half-orcs with gnolls and gnoles, respectively from the Hercynian Grimoire #1. Replacing Gruumsh with Yeenoghu was an easy swap. It also allowed me to play up the whole "demon" aspect since Gruumsh is considered a god and not a demon.
The high priestess in the chapel on the first level was also turned into a were-hyena witch.
Can't wait to see what the next session brings me!
Friday, November 6, 2015
Friday Night Videos: Guest VJ Jason Vey
Tonight we have a special guest VJ Jason Vey!
He is here to share songs that influenced him or motivated him while working on Brimstone & The Borderhounds RPG.
Jason and I have known each other for years. We worked on Buffy together, playtested each other games and respected each other enough to say when a bit of game design was total shit.
I was a playtester on this in the early days but I really can't say anything about it other than I am REALLY excited it is coming out. So without further rambling on from me, here is Jason.
--
Greetings, night stalkers, vampires and Weepers! I’m definitely NOT Kasey Kasem. I’m Jason Vey(sem) and I’ll be your guest veejay for this week’s edition of Friday Night Videos on the Other Side.
Tonight I’m going to talk about the music of Brimstone and the Borderhounds – my RPG that’s currently in Kickstarter through Troll Lord Games. I’d like to share a few little ditties that are inspirational or otherwise appropriate to this particular game which falls solidly in the urban fantasy genre. But before we do that, here’s a quick primer from the Kickstarter itself:
Forget everything you know about the afterlife. Good guys don’t always go to Heaven and bad guys don’t always end up in Hell. The multiverse is one giant amalgam of giant corporations that humans know as afterlives. Heaven. Hell. Valhalla. The Happy Hunting Grounds. Some might look prettier than others, but in the end they’re all at war for the greatest commodity in the multiverse…Human souls.
It doesn’t matter much where you end up when you die; your lot in life is one of slave labor in one of these afterlives, doing whatever you might have done best (or didn’t know you were best at) in life. That could be constructing buildings or architecture. It could also be mopping up in a strip club. In Hell these human souls are called Weepers. Some win their freedom and earn a meager living in the dregs of society. Others try to escape, either to join terrorist groups known as Kittens, or to get out to another afterlife or even back to Earth. When that happens, crack teams of bounty hunters called Borderhounds are sent out to the Wastelands to bring them back in. The best of these teams is known as XiBalba and is led by Brimstone, the half-demon son of Hell’s Grand Architect.
Using the acclaimed and easy-to-learn SIEGE engine mechanic, the Brimstone and the Borderhounds RPG lets you play as Brimstone and his allies, as a new team of Borderhounds hunting down escaped Weepers and battling corporate espionage from other afterlives (or engaging in a little of your own), or play as a psychic, mystic, occult investigator or Earth-bound hero, battling supernatural incursions from the other worlds as our planet becomes a battleground in the greatest corporate war the multiverse has ever seen. Wield Helltech weapons, call upon Forza Infernis (the powers of Hell) or draw forth alien magic and psychic energies. The sky (or the Pit, as it may be) is the limit when you play in the world of Brimstone and the Borderhounds!
So there you have it, kids. Brimstone and the Borderhounds is an urban fantasy game using the same rules that power Castles & Crusades and Amazing Adventures. If Buffy-meets-Cyberpunk-in-Hell sounds cool, then B&B is just for you!
Now let’s take a look these happy little numbers that were inspirational or are otherwise appropriate for this game.
1. The Number of the Beast - Iron Maiden
A classic of heavy metal by one of the most important bands in the genre, this nightmarish story about a guy hunted through the woods by the devil himself is uniquely suited to a game about, well, souls escaping from Hell!
2. The Road to Hell - Bruce Dickinson
This may be cheating, since it’s by the lead singer of Iron Maiden and sounds a bit Maiden-ish, but it’s a relentless, driving tune that’s perfect background music for chasing down those Weepers or battling incursions from the other Afterlife Realms!
3. Seasons in the Abyss - Slayer
Sensing a theme, here? What did you expect? It’s a game set in or revolving around the theme of HELL! This is a classic of dark thrash metal from 1990. Its minor key and chilling, dark vocals are a great mood setter for a campaign revolving around those first discovering how the multiverse works.
4. All Nightmare Long - Metallica
Kind of a new record, and sure, Metallica has probably had better tunes, but this one is a worthy entry into their oeuvre. The video is as chilling as the lyrics and like Road to Hell, it’s relentless and driving and would be great for that climactic battle against whatever enemy your GM cooks up.
5. Faster - Within Temptation
Led by singer Sharon den Adel, Dutch metal masters Within Temptation are one of the more underrated symphonic rock bands out there today. This song is actually a single from their album The Unforgiving, which would completely unto itself act as a great soundtrack for a B&B campaign. It’s also tied to a comic book limited series, which you should totally check out as it dovetails neatly with the themes in Borderhounds.
6. Welcome to my Nightmare - Alice Cooper
Seriously, need you ask? What game about hell and monsters is complete without a song about the gradual degradation of sanity and the horrors of the madhouse? Nobody has ever captured the mood of horror and nightmares in music like Alice Cooper, and likely no one ever will. Here’s a creepy live clip of that one.
7. Holy Wars - The Punishment Due – Megadeth
The connections here are several. Thematically, this is about terrorism in the Middle East…and the Marvel Comics’ character The Punisher. Strange pairing, but there it is. The idea of “holy wars,” however, is a great fit for a game about corporate espionage between Heaven and Hell, and the driving, never-quit force of it is another excellent soundtrack for action and adventure, while the comic connections are obvious.
There you have it: seven songs to get you in the mood for Brimstone and the Borderhounds, Kickstarting now! Check it out—back if you like, and spread the word!
https://www.kickstarter.com/projects/676918054/brimstone-and-the-borderhounds-rpg
He is here to share songs that influenced him or motivated him while working on Brimstone & The Borderhounds RPG.
Jason and I have known each other for years. We worked on Buffy together, playtested each other games and respected each other enough to say when a bit of game design was total shit.
I was a playtester on this in the early days but I really can't say anything about it other than I am REALLY excited it is coming out. So without further rambling on from me, here is Jason.
--
Greetings, night stalkers, vampires and Weepers! I’m definitely NOT Kasey Kasem. I’m Jason Vey(sem) and I’ll be your guest veejay for this week’s edition of Friday Night Videos on the Other Side.
Tonight I’m going to talk about the music of Brimstone and the Borderhounds – my RPG that’s currently in Kickstarter through Troll Lord Games. I’d like to share a few little ditties that are inspirational or otherwise appropriate to this particular game which falls solidly in the urban fantasy genre. But before we do that, here’s a quick primer from the Kickstarter itself:
Forget everything you know about the afterlife. Good guys don’t always go to Heaven and bad guys don’t always end up in Hell. The multiverse is one giant amalgam of giant corporations that humans know as afterlives. Heaven. Hell. Valhalla. The Happy Hunting Grounds. Some might look prettier than others, but in the end they’re all at war for the greatest commodity in the multiverse…Human souls.
It doesn’t matter much where you end up when you die; your lot in life is one of slave labor in one of these afterlives, doing whatever you might have done best (or didn’t know you were best at) in life. That could be constructing buildings or architecture. It could also be mopping up in a strip club. In Hell these human souls are called Weepers. Some win their freedom and earn a meager living in the dregs of society. Others try to escape, either to join terrorist groups known as Kittens, or to get out to another afterlife or even back to Earth. When that happens, crack teams of bounty hunters called Borderhounds are sent out to the Wastelands to bring them back in. The best of these teams is known as XiBalba and is led by Brimstone, the half-demon son of Hell’s Grand Architect.
Using the acclaimed and easy-to-learn SIEGE engine mechanic, the Brimstone and the Borderhounds RPG lets you play as Brimstone and his allies, as a new team of Borderhounds hunting down escaped Weepers and battling corporate espionage from other afterlives (or engaging in a little of your own), or play as a psychic, mystic, occult investigator or Earth-bound hero, battling supernatural incursions from the other worlds as our planet becomes a battleground in the greatest corporate war the multiverse has ever seen. Wield Helltech weapons, call upon Forza Infernis (the powers of Hell) or draw forth alien magic and psychic energies. The sky (or the Pit, as it may be) is the limit when you play in the world of Brimstone and the Borderhounds!
So there you have it, kids. Brimstone and the Borderhounds is an urban fantasy game using the same rules that power Castles & Crusades and Amazing Adventures. If Buffy-meets-Cyberpunk-in-Hell sounds cool, then B&B is just for you!
Now let’s take a look these happy little numbers that were inspirational or are otherwise appropriate for this game.
1. The Number of the Beast - Iron Maiden
A classic of heavy metal by one of the most important bands in the genre, this nightmarish story about a guy hunted through the woods by the devil himself is uniquely suited to a game about, well, souls escaping from Hell!
2. The Road to Hell - Bruce Dickinson
This may be cheating, since it’s by the lead singer of Iron Maiden and sounds a bit Maiden-ish, but it’s a relentless, driving tune that’s perfect background music for chasing down those Weepers or battling incursions from the other Afterlife Realms!
3. Seasons in the Abyss - Slayer
Sensing a theme, here? What did you expect? It’s a game set in or revolving around the theme of HELL! This is a classic of dark thrash metal from 1990. Its minor key and chilling, dark vocals are a great mood setter for a campaign revolving around those first discovering how the multiverse works.
4. All Nightmare Long - Metallica
Kind of a new record, and sure, Metallica has probably had better tunes, but this one is a worthy entry into their oeuvre. The video is as chilling as the lyrics and like Road to Hell, it’s relentless and driving and would be great for that climactic battle against whatever enemy your GM cooks up.
5. Faster - Within Temptation
Led by singer Sharon den Adel, Dutch metal masters Within Temptation are one of the more underrated symphonic rock bands out there today. This song is actually a single from their album The Unforgiving, which would completely unto itself act as a great soundtrack for a B&B campaign. It’s also tied to a comic book limited series, which you should totally check out as it dovetails neatly with the themes in Borderhounds.
6. Welcome to my Nightmare - Alice Cooper
Seriously, need you ask? What game about hell and monsters is complete without a song about the gradual degradation of sanity and the horrors of the madhouse? Nobody has ever captured the mood of horror and nightmares in music like Alice Cooper, and likely no one ever will. Here’s a creepy live clip of that one.
7. Holy Wars - The Punishment Due – Megadeth
The connections here are several. Thematically, this is about terrorism in the Middle East…and the Marvel Comics’ character The Punisher. Strange pairing, but there it is. The idea of “holy wars,” however, is a great fit for a game about corporate espionage between Heaven and Hell, and the driving, never-quit force of it is another excellent soundtrack for action and adventure, while the comic connections are obvious.
There you have it: seven songs to get you in the mood for Brimstone and the Borderhounds, Kickstarting now! Check it out—back if you like, and spread the word!
https://www.kickstarter.com/projects/676918054/brimstone-and-the-borderhounds-rpg
Kickstart Your Weekend: Brimstone & The Borderhounds RPG
I don't know much about the Brimstone & The Borderhounds comic, except it looks like "Dog the Bounty Hunter" meets "Hellraiser". I could be wrong. But even if I am it sounds like a cool game.
Troll Lords also thinks so with their new Brimstone & The Borderhounds RPG.
It is being written by Jason Vey (of Amazing Adventures, Band of Zombies, Broken Gods, and contributing author to the Defending Earth the Unit Sourcebook for the Doctor Who RPG, and contributor to Buffy) and uses the SEIGE Engine found in Amazing Adventures and Castles & Crusades.
Already I see a lot of use for this game.
I have a little side game going on (well on hold for a moment) called "The Daughters of Death" that was using D&D4. With this it looks like I could easily move it over to Castles & Crusades.
Since I already have some Castles & Crusades plans in the mix for my game after my D&D 5 one.
In anycase this looks like a lot of fun.
Troll Lords has a great track record with Kickstarter so backing this one should be a no brainer.
Troll Lords also thinks so with their new Brimstone & The Borderhounds RPG.
It is being written by Jason Vey (of Amazing Adventures, Band of Zombies, Broken Gods, and contributing author to the Defending Earth the Unit Sourcebook for the Doctor Who RPG, and contributor to Buffy) and uses the SEIGE Engine found in Amazing Adventures and Castles & Crusades.
Already I see a lot of use for this game.
I have a little side game going on (well on hold for a moment) called "The Daughters of Death" that was using D&D4. With this it looks like I could easily move it over to Castles & Crusades.
Since I already have some Castles & Crusades plans in the mix for my game after my D&D 5 one.
In anycase this looks like a lot of fun.
Troll Lords has a great track record with Kickstarter so backing this one should be a no brainer.
Labels:
AA,
CnC,
demon,
kickstarter
Thursday, November 5, 2015
Assault on the Slave Lords
Things are heating up for the Order of the Platinum Dragon this weekend. They have been dropped into some unknown part of the world after they left Barovia.
While trying to charter a boat they hear some rumors of a group of slavers.
I went through this series years ago myself, so I am really looking forward to running it. I think I still have a thief that was trapped in the basilisk room.
Of course I am going to make some changes to these adventures. The Slavers themselves are working for a group of vampires. One or more of them are vampires themselves in fact. Not sure who though.
Also, I am going to replace some of the orcs with gnolls. I am planning on incorporating some more gnoll themes in the Slavers series. I am replacing Gruumsh with Yeenoghu and capitalizing on his role as "King of Ghouls" and "Vassal to Orcus". I am going to use a lot of the material in Hercynian Grimoire #1 from +James Mishler too. It's just too good NOT to use.
I am also considering throwing in thouls just for the fun of it.
Here are some other postings on this module. Always interesting to read what others have experienced.
http://www.metagamemastery.com/2011/09/26/annotated-a1-slave-pits-of-the-undercity/
http://www.thedelversdungeon.com/forums/viewtopic.php?f=2&t=227
http://bloodofprokopius.blogspot.com/2012/02/re-imagining-slave-pits-of-undercity.html
http://grognardia.blogspot.com/2010/11/retrospective-slave-pits-of-undercity.html
http://bxblackrazor.blogspot.com/search/label/a1-4
http://dungeonfantastic.blogspot.com/2014/12/review-a1-4-scourge-of-slave-lords.html
Edited to Add, Peter's detail into each adventure.
http://dungeonfantastic.blogspot.com/2014/10/review-a1-slave-pits-of-undercity.html
http://dungeonfantastic.blogspot.com/2014/10/review-a2-secret-of-slavers-stockade.html
http://dungeonfantastic.blogspot.com/2014/10/review-a3-assault-on-aerie-of-slave.html
http://dungeonfantastic.blogspot.com/2014/11/review-a4-in-dungeons-of-slave-lords.html
While trying to charter a boat they hear some rumors of a group of slavers.
I went through this series years ago myself, so I am really looking forward to running it. I think I still have a thief that was trapped in the basilisk room.
Of course I am going to make some changes to these adventures. The Slavers themselves are working for a group of vampires. One or more of them are vampires themselves in fact. Not sure who though.
Also, I am going to replace some of the orcs with gnolls. I am planning on incorporating some more gnoll themes in the Slavers series. I am replacing Gruumsh with Yeenoghu and capitalizing on his role as "King of Ghouls" and "Vassal to Orcus". I am going to use a lot of the material in Hercynian Grimoire #1 from +James Mishler too. It's just too good NOT to use.
I am also considering throwing in thouls just for the fun of it.
Here are some other postings on this module. Always interesting to read what others have experienced.
http://www.metagamemastery.com/2011/09/26/annotated-a1-slave-pits-of-the-undercity/
http://www.thedelversdungeon.com/forums/viewtopic.php?f=2&t=227
http://bloodofprokopius.blogspot.com/2012/02/re-imagining-slave-pits-of-undercity.html
http://grognardia.blogspot.com/2010/11/retrospective-slave-pits-of-undercity.html
http://bxblackrazor.blogspot.com/search/label/a1-4
http://dungeonfantastic.blogspot.com/2014/12/review-a1-4-scourge-of-slave-lords.html
Edited to Add, Peter's detail into each adventure.
http://dungeonfantastic.blogspot.com/2014/10/review-a1-slave-pits-of-undercity.html
http://dungeonfantastic.blogspot.com/2014/10/review-a2-secret-of-slavers-stockade.html
http://dungeonfantastic.blogspot.com/2014/10/review-a3-assault-on-aerie-of-slave.html
http://dungeonfantastic.blogspot.com/2014/11/review-a4-in-dungeons-of-slave-lords.html
Wednesday, November 4, 2015
Class Struggles: Psionics
Obviously one of the reasons I wanted to cover this topic this week was the release of the Basic Psionics Handbook. It is not the first psionics book out there for old school gaming, but more on that later.
Psionics was always an interesting addition to D&D/AD&D. Back in my AD&D1 days I loved it. Nearly every character had a psionic wild talent or five. We used and abused the hell out of the rules in the AD&D Player's Handbook. I know a lot of people at the time hated them, but my group loved them. Probability Travel became a big deal when traveling between worlds and being Hitchhiker's Guide to the Galaxy fans, Improbability Travel became a thing too. We even created more powers (including a third tier past Sciences) and built our own psionic classes, The Riddlemaster, Shadowmaster and the Beastmaster.
During this time between AD&D1 and AD&D2 I started playing with a group that was using the OD&D rules and a heavily modded set of psionic rules from Eldritch Wizardry. We all played Deryni characters. I have to admit these games really got me to rethink how to structure various psionic powers in a game. On a side note I just picked up a bunch of the old Deryni books at my Library's recent book sale and looking forward to delving into those again.
When I got to college and then AD&D2 I dropped psionics from my games. I had decided that magic and psionics just don't mix and should not be part of the same world. I did pick up The Complete Psionics Handbook for 2e because I really wanted to know how they were going to revamp the psionic powers and of course see the first psionic classes. While I never used the Psioinc rules when running 2e I enjoyed the book. I even converted my group's old Riddlemaster to a more balanced Adept class.
D&D 3 came around and again Psionics were not part of the corebook, but seemed to be designed with the core rules in mind a little more. The first book out was the Psionics Handbook. Psionics for this version are more akin to spells mechanically than any other version. This was updated for 3.5 in the Expanded Psionics Handbook and the Complete Psionic.
There is something going on here that I will get to in a bit.
We come up to more modern times and D&D 4. Player's Handbook 3 and Psionic Power introduce us to yet another psionic system. Now in this edition the Monk is a psionic based character class, which I like.
The interesting thing here is that between all four major editions of D&D, the psionic systems are all different and for the most part largely incompatible with each other. There are really only a few classes they have in common. Each edition has their fans. I personally like the AD&D1 system the best, but that is largely because that is the one I used the most. D&D3 and D&D4 have some great points about them, mostly how well the psionics system fits in with the main game systems. D&D 3's "Spell like" system appeals to my sense of game design, even if they lack a certain level "differentness" that I like in my psionics.
There is a new psionic class coming out eventually for D&D 5. It is called the Awakened Mystic and it looks really cool to be honest. It's also different.
Which system do you like? Which classes?
Next week I want to look over some of the classes in detail.
Subscribe to:
Posts (Atom)