The year is 1991. 2nd Edition is probably around its peak or something. And soon will the point where they start firing up the splatbook machine like crazy. And all of them will be crazy. This, however, is a fairly early splatbook, and one of the more popular ones since it's one of the ones that is heavy on crunch and about a popular part of D&D, for better or worse. So the bar is fairly high and fairly low at the same time; it's an interesting concept but it's 2e mechanics, so how good can it really be? Let's let the back cover speak for itself:
Hmm, that wasn't very useful. Looks like I'll need to actually go through the book again.Advanced Dungeons & Dragons 2nd Edition Player's Handbook/Rules Supplement: The Complete Psionics Handbook wrote:Are you ready for the mind-blowing potential of the psyche? This handbook describes over 150 paranormal powers—telepathy, ESP, clairvoyance, psychokinesis, biofeedback, out-of-body-travel—plus many amazing talents never before revealed. The psionicist is a completely new character class for AD&D® games, both for player characters and NPCs. Explore inner space! Now you can really put mind over matter with The Complete Psionics Handbook.
So now prepare yourselves for the:
Advanced Dungeons & Dragons 2nd Edition Player's Handbook/Rules Supplement: The Complete Psionics Handbook
Introduction
They mention again that "you can put mind over matter" and test the limits of "inner space" with this book. Well, if the booze doesn't test the limits of my inner space first. We're warned that this is a complete overhaul of the crime against humanity that was 1e psionics. There are 5 major revisions listed, which are (my notes in parentheses):
1. The psionicist is a character class.
2. The list of psionic powers is greatly expanded.
3. Psionic powers are organized differently.
4. Psionic powers are treated much like proficiencies. (they are a skill system.)
5. Psionic strength points are not divided into attack, defense, and generic batches. (there is just one pool of power points that everything draws on.)
As you can see, they devolve into game jargon very early on in this book. This is on the first page that isn't part of an index. I had forgotten about attack/defense modes. I think I need another drink.
One drink later...
We're reminded that these are optional rules, and then there's a page on, "Is Psionics Magical?" Apparently the answer is a resounding "No, because it's internal rather than external." This would make Sorcerers cry if they existed yet. Whatever. The real difference is mechanics-wise. Prepare to see a ruleset that laughs in the face of magic-psionics transparency, and thus already invalidates the claim that adding this has no reason to disrupt anything whatsoever (although let's look through again, maybe it'll work fine.)
Also, we get our first illustration and accompanying lame pun. Picture of a guard looking at an axe-wielding shadow facing him (which appears to be his shadow) and there is the caption "Animate Shadow: A watchman confronts his dark side."
Chapter 1: The Psionicist
So far so good. We're told that the Psionicist is the most self-sufficient class in the game and again that he uses great supernatural power stemming from his MIND!
And here come fun things like race/class restrictions, racial level and multi-class limits, and ability requirements. And alignment restrictions, but they're also in 3e.
Ability Requirements: CON 11 INT 12 WIS 15.
Prime Requisites: CON, WIS
There's some bullshit about needing a strong body and mind or something. Mostly just an excuse to make it have requirements about on par with the bard, although not as bad as the ranger or paladin.
Races Allowed: human, halfling, dwarf, gnome, elf, half-elf, i.e. everything listed in the Player's Handbook. So my idea of a Sleestak PC (lizard man psionicist) is straight fucking out. TT~TT
We get the whole Law = rigid adherence to an arbitrary self again, so you can't be a Chaotic psionicist. And rules to bone a psionicist who becomes Chaotic, because this is 2e.
And yay, racial level limits! (Halfling 10 Gnome 9 Dwarf 8 Half-elf 7 Elf 7. Yes, elves get the shaft for once. But still, fuck racial level limits.)
DOUBLE EDIT: d6 HD, Rogue THAC0, +2 on saves vs enchantments and similar effects.
The mechanics of psionic powers are surprisingly simple compared to what I remember.
Basically there are 6 disciplines, and they're basically the same as 3.x, only Metacreativity is replaced by Metapsionics, which is exactly what it sounds like (a proto-metamagic discipline.)
There are major powers (sciences) and minor powers (devotions.)
DOUBLE EDIT: You get one science at every odd level (beginning with 1 at 1st level,) and start out with three devotions, and gain two every level. You start out with access to just one discipline but at 2nd, 6th, 10th, 14th, and 18th you gain access to another, and can start learning powers from that one just as you had the prior ones. Can't believe I forgot to put this one in; it's very important.
Power Points are spent to activate powers, just like 3.X. However, they're called Psionic Strength Points (or PSPs, which makes me think of a guy staring really hard at a portable Sony game system for psychic powers.) Each power has a Power Score, which is equal to WIS, CON, or INT +/- some number.
To use a power you need to make a power check. Roll d20, if the result is less than or equal to your power score, you succeed. Natural 1 auto-succeeds (with a note that a natural 1 often triggers a drawback because lol fuck you) natural 20 auto-fails.
(I love how fucking often 2e moves from roll under to roll over mechanics, it's not confusing at all. /sarcasm)
EDIT: Right in the middle of the Proficiencies page is another illustration with a bad pun: An illustration of a man fighting off one guard, while two others are fighting with a table and a curtain. The caption is "Animate Object: Raji turns the tables against his attackers."
Back to the class chassis: Psionicists are proficient with what would basically be simple weapons and light armor in 3e or onwards. Nonweapon Proficiencies (i.e. skills) are Gem Cutting, Musical Instrument, Reading/Writing, Religion, and four new ones:
Harness Subconscious is basically the Body Fuel feat from the XPH.
Meditative Focus is a temporary specialization in one discipline (meditate for 12 hours and get +2 to one discipline, -1 to all others.)
Rejuvenation is meditate to recover PSPs as if resting, no penalties to initiative or surprise, and not helpless if attacked. Incredibly vague in how long it takes to do, which makes this either amazing or terrible depending on how much you pleasure your MC.
Hypnosis is what it sounds, but is basically limited to what real-life hypnosis is traditionally used for, instead of cool mind control shit.
That's all for the Psionicist class chassis, we'll get to powers in a few chapters. For now we have the last part of Chapter 1, which is Wild Talents! Naturally humans are more likely than non humans, and people who don't have high ability scores can basically fuck off. Psionicists can't have wild talents, and mages and clerics (and presumably Druids) are as unlikely to have them as nonhumans are (half the chance of a human Muggle.) I have no fucking clue what chance bards, paladins, or rangers get, honestly (since they have casting, but are not magic-users or clerics.)
Naturally, there's a small chance to roll up a character that can manifest Psionic Disintegrate at level 1 and a larger chance for your wild talent character to die horribly at any level, depending on what you roll for %.
DOUBLE EDIT: I looked it over again and apparently you can't actually be killed, unless you repeatedly try to unlock psychic potential and are very unlucky. But there is still the likelihood that you get screwed really bad if you test for wild talents.
And that's all for now. Coming soon: Chapter 2. PSIONIC COMBAT