Wednesday, October 2, 2024

Retrospective: The Complete Psionics Handbook

The Complete series of rules supplements for Advanced Dungeons & Dragons Second Edition was, at the time of its inception at the tail end of the 1980s, a genuine innovation – supplements specifically focused on a particular character class or race and providing new ideas, rules, and options for use with them. Later, thanks in large part to White Wolf's "World of Darkness" games, this type of book would become commonplace in the hobby, but, when the Complete series first appeared, there were few prior examples of these "splatbooks," as they'd become known in the gamer argot.

Despite my TSR fanboy proclivities, I never embraced the Complete books. I liked them in principle but was never impressed with their actual content. I also recognized quite early on that their mere existence would likely place a lot of pressure on Dungeon Masters to adopt them, since many players would want access to new options for their characters. Furthermore, I anticipated an inevitable power creep in these options, as each new book in the series tried to outdo its predecessors.

Because of this, I didn't consider the Complete books must-buys and, after the first two, intended to avoid them entirely. However, early in 1991, TSR released the fifth book in the series, The Complete Psionics Handbook, and I was sufficiently intrigued that I bought it as soon as I saw a copy. Written by Steve Winter, this 128-page book presents a completely new system for introducing "extraordinary psychic powers" – psionics – into AD&D, with an eye toward making their use clearer and easier to use for both players and DMs. Psionics had been a part of Dungeons & Dragons since the publication of Eldritch Wizardry in 1976. That original version, created in part by Steve Marsh, served as the foundation upon which the AD&D Players Handbook would later build its own expanded version of psionics. Neither version was, in the opinions of many, clear or easy to use, so a revision was definitely needed.

Winter's psionics system took a lot of inspiration from the earlier versions but was nevertheless its own thing. He carried over a lot of the names and concepts found in Eldritch Wizardry and the Players Handbook, like ego whip and tower of iron will, for example, and placed them within a large, better conceived mechanical framework. One of the biggest problems with the earlier systems was that they felt very ad hoc and unbalanced. There was scarcely any attention given to how psionics would work in relation to other aspects of the AD&D rules. By contrast, these concerns seem to have been at the forefront of Winter's mind as he wrote The Complete Psionics Handbook and it shows.

First and foremost, psionics in this book are primarily the purview of a single character class: the psionicist. While it's still possible for members of other classes to possess a "wild talent," that's unusual. By taking this approach, Winter analogizes psionics with spellcasting and indeed could be said to have reimagined psionics as an alternate magic system – the points-based system that so many D&D players had been desiring almost since the game's beginning. One of the advantages of this approach is that it enabled psionicists to operate as just another character class alongside all the "standard" ones rather than being these weird – and potentially overpowered – outliers whose presence was likely to upset a campaign.

Reimagined as members of a new class, psionic characters' powers and abilities are now tied to level, just like all the classes. As a psionicist advances, he gains new psionic disciplines, devotions, sciences, and defense modes, as well as more psionic strength points (PSPs) in pretty much the same way a cleric or a magic-user gains new spells with experience. This is a simple and frankly obvious change that turns psionics into something that's workable even at low levels of play, something that was often not true in previous versions. In additional, all psionic powers are better detailed and described, giving players and DMs a better handle on what they can and cannot do within the game. It's all very well done.

At the time of its release, I had nothing but praise for The Complete Psionics Handbook. It had managed to take a strange edge case within the rules of First Edition AD&D (and OD&D before it) and convert it into a system that I could actually imagine myself using and enjoying. Not only that but I found myself actively thinking of ways I could do so. Winter's version of psionics felt fresh and fun and, above all, playable, a word I'd never have used to describe any previous version of psionics. That's no small feat and one of many reasons why I am ever more convinced that, despite the distaste many show for it in this corner of the hobby, I can't bring myself to say that Second Edition was an unmitigated disaster. If it was capable of fixing psionics, how bad could it be?

15 comments:

  1. Arthur Collins created a psionicist class in Dragon #78. I wonder how much of an influence this might have had on the Complete Psionics Handbook. When I got issue 78, that article was a breath of fresh air.

    The Heretic

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    1. Good question. I remember the Arthur Collins article (and even wrote about it some years ago), but I'm not certain if it had any influence, direct or indirect, on PHBR5.

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    2. I just checked the credits and it looks as if Collins was a playtester on the book, so presumably he had some affect on its final form.

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    3. I actually played a Dyrini psionicist from that Dragon article. I particularly like how your hit dice was reduced as you leveled up, so at low levels you had minimal power but could hang with the other not-quite-fighters like the cleric, but as your mental powers grew your potential hit points diminished. It really added a unique flavor to the class. The problem was that you were still bound by the 1st edition psionic combat rules, and another psionic creature was likely to kill you before anyone else knew what was happening to you.

      I remember liking the Complete Psionicist too, but I can't recall if they did the same reducing hit die thing in that book.

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    4. They didn't. Psionicists in CPH had d6s for hit dice, up to level 9.
      I prefer the Dragon magazine class, except for its experience table which is far too shallow.

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  2. I remember in highschool everyone had a wild talent power. Fully psionicist characters were rare as hen teeth though.

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  3. I recall a friend of mine who played a psionicist out of the 2nd ed book. The DM was having us go through the ToEE. The psionicist was the most broken character I've ever seen. Maybe it was the DM, but it seemed the psionicist could practically do anything: phasing though doors, animating tables and chairs to attack enemies..and the body weapon discipline? WOW.

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    1. I have a player who always plays psionic characters. The complete psionics handbook is very vague on a lot of things and if you decide -like us- that psionic powers are not affected by magic resistance you have to do many adjustments, they can be very overpowered otherwise.

      Later on, there were some ilithid aventures and supplements which provide rules on mental Thac0 and armor class, that is in my opinión far better. In those the level of the enemy counts as protection, so the psionic will have a harder time using "invencible foes" in every big battle.

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  4. Have to disagree about splatbooks being almost unknown prior to the Complete series. Traveller's LBB rules were built on them, although of course they weren't called that - and still aren't, apparently. They seem to fall into some kind of mental blind spot, but Mercenary, High Guard, Scouts and Merchant Princes are all early examples of the splatbook formula, and you could reasonably argue that all eight of the later Alien Modules were as well, in the same way the Complete Dwarves/Elves/etc. books were.

    FASA Star Trek also had rather a lot of stuff that look like a prototype splatbook approach, all before 1989. Some of it was boxed - the Klingons box, for ex - but the "faction supplement" thing was definitely there.

    And of course Palladium was and is using weird "blended" splatbooks from day one, combining setting sourcebook with tech/spell catalogs with themed new class option in a stew of never-ending supplements.

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    1. I would have to agree that Traveller Books 4-8 are splat books, though they don't carry the same negative connotation that the 2e splatbooks did. They were quite welcomed back in the day though these days some folks (including me) play without them.

      Greyhawk of course was the first supplement to add character types.

      Other early games that added significantly in supplements include at least:

      Chivalry & Sorcery (Sourcebook, Sourcebook 2, Sword & Sorcerers, Saurians, Bireme & Galley)

      Arduin Grimoire

      RuneQuest (Cults of Prax, Cults of Terror, Trollpak, and other adventure supplements)

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  5. I just spent the weekend reading this after finding it in the vintage bins. I immediately went to the 'Appendix N' for the book under Related Reading to see the influences. I was ecstatic to see that Julian May's Pliocene Exile series was a source, as I always thought her system would have made a great RPG psi system. After reading Complete, I can say that it was definitely a major influence - yet manages to integrate legacy D&D content. Someone on usenet back-in-the-day attempted to create one for Exile, but since I've since lost the document. It was a great attempt.

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  6. for the record, I like 2e. at leas the first 3 years of it. not just cause I was back into D&D again, and loving it, but because you could find information soooo much faster...

    but then the splatbooks unbalanced everything. fighters, mages, everything. crazy

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  7. My favorite version of psionics published by TSR is the mental mutations table in 1st edition Gamma World. Here's how to use it in your advanced D&D game:

    1. Whether or not a character possesses psionics is determined as per the Players Handbook, page 110.

    2. If a character has psionics, randomly give him 1-4 mental mutations as per the 1st edition Gamma World mental mutations chart and list (on pages 11-14 of the rulebook). If a defect is rolled, reroll it until you don't get a defect. These psionic powers will stay unchanged as the character rises in level.

    3. If a monster has psioncs (mind flayers, shedu, etc.), simply count how many attack/defense modes it has listed in the Monster Manual. (This will be a number between 1 and 10.) Then replace these attack/defense modes with an equal number of non-defect mental mutations from Gamma World. You can either assign them or generate them randomly. You'll probably want to give all your mind flayers the mental blast mutation.

    4. For psionic combat, simply use the "MENTAL ATTACK MATRIX" on page 20 of the Gamma World rulebook. The rules for mental combat are a mere four paragraphs on page 19. Use a monster's intelligence score for its "mental strength" score.

    And that's it. No bookkeeping. No hundreds of points to keep track of. No half-points to keep track of. No keeping hourly tabs on psionic points. Etc. It's quick. It's easy. It's old-school. And it doesn't feel like magic.

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  8. If I had to chose a Psionics system, I'd probably go with the one in Revised Dark Sun. I think it was reprinted into one of the Players' Options hardbacks.

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  9. My group has had a lot of fun with the Gamma World 4e Mutations rules, which have a strong X-men feel to them.

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