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?

8 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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  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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