Bruce R. Cordell
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By: Wizards of the Coast
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Customer Reviews:
Total reviews: 55
Average rating: 3.5 of 5
A sick joke 2 out of 5 stars.
8 of 13 people found this review helpful.
I was a big fan of 2nd Edition psionics. My favorite class to play was psionicist. But with 3rd Edition, psionicists have become nothing more than wimpy mages.Now, I like the idea of a psychic warrior. That is the one thing the book did right.
However, WotC foolishly claims that psionics is magic, when it is inherently not. They then give the "psion" all the weakness of a sorceror, but with none of the raw power. Psionics is now nothing special. They claim it was for balance, but I think the problem lies on those who do not wish for psionics to have a chance on stepping on wizards' toes.
Instead, if you want psionics, I must recommend using "Forbidden Kingdoms" instead. Their psionics systems use the skill d20 mechanic instead of the magic mehcanic, and works much better and truer to psionics than this...book.
Editorial Review:
Masters of the Mind
Adventurers speak of a rare breed of heroes who can bend the laws of nature to their bidding through sheer force of will. This mental manipulation is not magical, nor is it the suff of superstitious gossip. It is the art of psionics.
This supplement for the D&D game provides psionic character classes, psionic skills and feats, a psionic combat system, and a piethora of psionic powers, items, and monsters--everything you need to include psionics in your campaign.
To use this supplement, a Dungeon Master also needs the Player's Handbook, the Dungeion Master's Guide and the Monster Manual. A player needs only the Player's Handbook.